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Nardie Fanchamps; Emily van Gool; Lou Slangen; Paul Hennissen – Education and Information Technologies, 2024
Learning basic concepts of programming resulting in a development on computational thinking (CT) can be reached by means of digital programming environments. As a counterpart, the application of unplugged programming activities seems also to have promising potential regarding the impact on CT. The main characteristic of unplugged programming is…
Descriptors: Computation, Thinking Skills, Programming, Computer Peripherals
Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
First Graders Coordination of Counting and Movements on a Grid When Programming with Tangible Blocks
Abigail Erskine; Laura Bofferding; Sezai Kocabos; Haoran Tang – North American Chapter of the International Group for the Psychology of Mathematics Education, 2023
As elementary students begin to program using tangible blocks, they must coordinate their use of counting with the movements, directions, and numbers they use to move a character. In our study, we analyzed 13 first graders' first attempts at coordinating these elements when playing a programming game on the iPad that used tangible programming…
Descriptors: Elementary School Students, Elementary School Mathematics, Grade 1, Computation
Pramono, Andy; Pujiyanto; Puspasari, Betty Dewi; Dhanti, Nadhifa Salmatia – International Journal of Instruction, 2021
The game application is one of the leading choices of cellular media users, according to a report from the Ministry of Communication and Information of Indonesia, at least 30 million are children and adults. However, there is a sharp perception that interactive games hinder children's education, which impacts lazy children to learn. This article…
Descriptors: Foreign Countries, Educational Games, Thematic Approach, Values Education
Joy Lorenzo Kennedy; Claire G. Christensen; Tiffany Salone Maxon; Sarah Nixon Gerard; Elisa B. Garcia; Janna F. Kook; Naomi Hupert; Phil Vahey; Shelley Pasnik – Grantee Submission, 2022
Informational text--resources whose purpose is to inform--is essential to daily life and fundamental to literacy. Unfortunately, young children typically have limited exposure to informational text. Two 9-week randomized controlled trials with 263 first-grade children from low-income communities examined whether free educational videos and digital…
Descriptors: Elementary School Students, Grade 1, Low Income Students, Literacy
Joy Lorenzo Kennedy; Claire G. Christensen; Tiffany Salone Maxon; Sarah Nixon Gerard; Elisa B. Garcia; Janna F. Kook; Naomi Hupert; Phil Vahey; Shelley Pasnik – American Educational Research Journal, 2022
Informational text--resources whose purpose is to inform--is essential to daily life and fundamental to literacy. Unfortunately, young children typically have limited exposure to informational text. Two 9-week randomized controlled trials with 263 first-grade children from low-income communities examined whether free educational videos and digital…
Descriptors: Elementary School Students, Grade 1, Low Income Students, Literacy
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Ronimus, Miia M. S.; Tolvanen, Asko J.; Ketonen, Ritva H. – Learning Disability Quarterly, 2023
Self-efficacious children are expected to be more task-focused in challenging achievement situations and consequently have better chances of overcoming learning difficulties than children who have lower self-efficacy. The present study investigates this presumption with Finnish-speaking first graders struggling with reading acquisition (N = 285).…
Descriptors: Self Efficacy, At Risk Students, Grade 1, Elementary School Students
Kara, Nuri – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included…
Descriptors: Elementary School Students, Second Language Learning, English (Second Language), Foreign Countries
Sun, Zhong; Lin, Chin-Hsi; Lv, Kaiyue; Song, Jie – Educational Technology Research and Development, 2021
Mobile serious games are increasingly utilized as educational tools in elementary schools, and a considerable body of research has focused on evaluating such games' educational effectiveness. However, such work has generally ignored learning processes, and especially how knowledge is constructed. Given the important role of knowledge construction…
Descriptors: Telecommunications, Handheld Devices, Elementary School Students, Educational Games
Al-Razgan, Muna; Alotaibi, Hind M. – Arab World English Journal, 2022
Considerable advances in the capabilities of modern mobile devices have enabled their use as powerful educational tools. Today, mobile learning games are widely used as creative platforms for teaching and learning, offering enjoyable and ubiquitous educational content. This study describes the design and evaluation of a mobile Arabic orthography…
Descriptors: Technology Integration, Handheld Devices, Educational Games, Spelling Instruction
Dorsaf Benna Chelly; Manel BenSassi; Henda Ben Ghezala; Riadh Ben Boubaker – International Association for Development of the Information Society, 2022
The COVID-19 has impacted education all over the world, especially many African countries where the experience of the pandemic has been distressing. While the need for distance learning was clear from the outset of the pandemic, achieving effective reach to learners was more complex, multifaceted and challenging task, facing to many issues:…
Descriptors: Pandemics, Equal Education, Distance Education, Educational Change
Radecki, Andrzej; Bujacz, Michal; Skulimowski, Piotr; Strumillo, Pawel – British Journal of Educational Technology, 2020
The paper presents an application for interactive sonification of images intended for use on mobile devices in education of blind children at elementary school level. The paper proposes novel sonification algorithms for converting colour and grayscale images into sound. The blind user can interactively explore image content through multi-touch…
Descriptors: Children, Visual Impairments, Educational Games, Elementary School Students
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