Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Cognitive Processes | 3 |
Foreign Countries | 3 |
Game Theory | 3 |
Adults | 1 |
Behavior Patterns | 1 |
Children | 1 |
Cognitive Structures | 1 |
Computer Assisted Instruction | 1 |
Computer Games | 1 |
Control Groups | 1 |
Difficulty Level | 1 |
More ▼ |
Author
Butler, Yuko Goto | 1 |
Chen, Wei-Fan | 1 |
Chuang, Tsung-Yen | 1 |
Fukuhara, Eiji | 1 |
McAlister, Simon | 1 |
Ravenscroft, Andrew | 1 |
Someya, Yuumi | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Opinion Papers | 1 |
Education Level
Adult Education | 1 |
Early Childhood Education | 1 |
Elementary Education | 1 |
Grade 3 | 1 |
Higher Education | 1 |
Audience
Location
Japan | 1 |
Taiwan | 1 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji – ELT Journal, 2014
Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…
Descriptors: Computer Games, Second Language Programs, Second Language Instruction, English (Second Language)
Chuang, Tsung-Yen; Chen, Wei-Fan – Educational Technology & Society, 2009
This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…
Descriptors: Video Games, Computer Assisted Instruction, Foreign Countries, Teaching Methods
Ravenscroft, Andrew; McAlister, Simon – E-Learning, 2006
Currently there is considerable enthusiasm for exploring how we can apply digital gaming paradigms to learning. But these approaches are often weak in linking the game-playing activity to transferable social or conceptual processes and skills that constitute, or are related to, learning. In contrast, this article describes a "dialogue…
Descriptors: Electronic Learning, Social Studies, Game Theory, Cognitive Processes