Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 13 |
Descriptor
Source
Journal of Computer Assisted… | 13 |
Author
Brom, Cyril | 2 |
Dechterenko, Filip | 2 |
Javora, Ondrej | 2 |
Tetourová, Tereza | 2 |
Volná, Kristina | 2 |
Anna Riedmann | 1 |
Bettina Müller | 1 |
Birgit Lugrin | 1 |
Chang, C-S. | 1 |
Chen, Yumeng | 1 |
Deng, Li | 1 |
More ▼ |
Publication Type
Journal Articles | 13 |
Reports - Research | 13 |
Education Level
Elementary Education | 13 |
Early Childhood Education | 5 |
Intermediate Grades | 5 |
Primary Education | 5 |
Grade 4 | 3 |
Grade 5 | 3 |
Middle Schools | 3 |
Grade 1 | 2 |
Grade 2 | 2 |
Grade 3 | 1 |
Grade 6 | 1 |
More ▼ |
Audience
Location
Taiwan | 2 |
China (Shanghai) | 1 |
Germany | 1 |
Greece | 1 |
Netherlands | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Javora, Ondrej; Dechterenko, Filip; Tetourová, Tereza; Volná, Kristina; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The instructional effects of customization features in child learning games have rarely been examined. This value-added study addresses the existing gap with regards to user-initiated cosmetic customization of environment elements (i.e., non-avatar customization). Participants (N = 143; M[subscript age] = 9.41) studied a biological topic for about…
Descriptors: Educational Games, Computer Games, Elementary School Students, Instructional Design
Janina Heb; Panagiotis Karageorgos; Bettina Müller; Anna Riedmann; Philipp Schaper; Birgit Lugrin; Tobias Richter – Journal of Computer Assisted Learning, 2024
Background: Children with low reading skills are less frequently engaged in reading activities and therefore the likelihood of improving their reading skills decreases. Digital game-based interventions have emerged as a promising tool for promoting reading development in children, particularly those with reading difficulties. As syllable-based…
Descriptors: Reading Skills, Reading Difficulties, Educational Technology, Intervention
Pellas, Nikolaos – Journal of Computer Assisted Learning, 2023
Background: Owing to the exponential growth of three-dimensional (3D) environments amongst researchers and educators to create simulation games (SGs) in primary education, there is a growing interest to examine their potential support in computer science courses instead of visual programming environments. Objectives: This study explores the…
Descriptors: Computation, Thinking Skills, Programming, Skill Development
Javora, Ondrej; Hannemann, Tereza; Volná, Kristina; Dechterenko, Filip; Tetourová, Tereza; Stárková, Tereza; Brom, Cyril – Journal of Computer Assisted Learning, 2021
The present study investigates affective-motivational, attention, and learning effects of unexplored emotional design manipulation: "Contextual animation" (animation of contextual elements) in multimedia learning game (MLGs) for children. Participants (N = 134; M[subscript age] = 9.25; Grades 3 and 4) learned either from an experimental…
Descriptors: Animation, Context Effect, Multimedia Materials, Instructional Materials
van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games
Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
Deng, Li; Wu, Shaoyang; Chen, Yumeng; Peng, Zhengmei – Journal of Computer Assisted Learning, 2020
This study examined the perceptions and experiences of a teacher and students in a Shanghai public primary school when digital games were used in a second-grade math class. The participants included one teacher and 45 students. Data collection methods included classroom observation, focus-group and individual interviews, and document analysis.…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Mathematics Education
Zhang, Lu; Shang, Junjie; Pelton, Tim; Pelton, Leslee Francis – Journal of Computer Assisted Learning, 2020
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is…
Descriptors: Elementary School Students, Fractions, Computer Games, Educational Games
Ronimus, Miia; Eklund, Kenneth; Westerholm, Jari; Ketonen, Ritva; Lyytinen, Heikki – Journal of Computer Assisted Learning, 2020
We used a randomized controlled trial to investigate if a mobile game, GraphoLearn (GL), could effectively support the learning of first graders (N = 70), who have severe difficulties in reading and spelling. We studied the effects of two versions of the game: GL Reading, which focused on training letter-sound correspondence and word reading; and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Handheld Devices
Denham, A. R. – Journal of Computer Assisted Learning, 2015
There has been a steady rise in the support for games as learning environments. This support is largely based on the strong levels of engagement and motivation observed during gameplay. What has proven difficult is the ability to consistently design and develop learning games that are both engaging and educationally viable. Those in the game-based…
Descriptors: Educational Games, Instructional Design, Elementary School Students, Grade 4
van de Ven, M.; de Leeuw, L.; van Weerdenburg, M.; Steenbeek-Planting, E. G. – Journal of Computer Assisted Learning, 2017
This study examined the effects of an intervention with a multicomponent reading game on the development of reading skills in 60 Dutch primary school children with special educational needs. The game contains evidence-based reading exercises and is based on principles of applied gaming. Using a multiple baseline approach, we tested children's…
Descriptors: Foreign Countries, Early Intervention, Early Reading, Reading Instruction
Zhang, M. – Journal of Computer Assisted Learning, 2015
Although the Internet is widely used by students in both formal and informal environments, little is known about how and where youth spend their time online. Using Internet search and Web analytics data, this study discovered a large-scale phenomenon associated with the poor performance of elementary school students in the USA that has been…
Descriptors: Internet, Web Sites, Low Achievement, Elementary School Students
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction