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Danielle Herro; Golnaz Arastoopour Irgens; Jeremiah Akhigbe; McKenzie Martin Rowland – Journal of Digital Learning in Teacher Education, 2025
Preparing elementary-aged children to practice data science literacies is important and understudied. Our research investigates how data science curricula might be effectively designed and integrated into elementary classroom instruction. We use narrative case study methodology, focusing on a single case detailing a second-grade teacher's approach…
Descriptors: Data Science, Computer Games, Handheld Devices, Grade 2
Shujin Zhou; Wei Ding; Bowen Xiao; Yan Li – Early Child Development and Care, 2024
Screen time is now pervasive in the lives of preschool children, posing potential risks for sleep disturbances and behavioural problems. Therefore, the present study used a questionnaire to survey mothers (M[subscript age] = 35.56 years, SD = 3.62 years) of a total of 571 preschool children (M[subscript age] = 4.70 years, SD = 0.88 years; 44.70%…
Descriptors: Mothers, Preschool Children, Mother Attitudes, Kindergarten
Ramani, Geetha B.; Daubert, Emily N.; Lin, Grace C.; Kamarsu, Snigdha; Wodzinski, Alaina; Jaeggi, Susanne M. – Developmental Science, 2020
Sources that contribute to variation in mathematical achievement include both numerical knowledge and general underlying cognitive processing abilities. The current study tested the benefits of tablet-based training games that targeted each of these areas for improving the mathematical knowledge of kindergarten-age children. We hypothesized that…
Descriptors: Educational Games, Mathematics Education, Number Concepts, Short Term Memory
Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics
Sun, Liping; Ruokamo, Heli; Kangas, Marjaana; Siklander, Pirkko – International Journal of Game-Based Learning, 2022
This study attempts to provide an in-depth understanding of the influence of collaborative digital gameplay on students' behavioural, emotional and cognitive engagement in mathematics. This mixed-method study used pre- (N = 45) and post-test (N = 43) engagement surveys and photo-elicitation interviews (N = 6) to investigate how a six-day…
Descriptors: Cooperative Learning, Computer Games, Play, Mathematics Instruction
Heumos, Tanja; Kickmeier-Rust, Michael D. – Electronic Journal of e-Learning, 2020
Digital games have been successfully applied for the treatment mental health problems such as stress disorders, traumatic disorders, or hyperactivity syndromes. Specifically the treatment of anxiety traits and anxiety disorders such as phobias have been in the focus of game-based treatments in the past. A societal challenge that is increasing in…
Descriptors: Game Based Learning, Mass Media Effects, Anxiety, Computer 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
Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
Vungthong, Sompatu – rEFLections, 2018
The 21st century marks the digital era which is characterised by advanced technology and witnesses the increasing use of visual design in the realm of education. Despite various studies addressing the roles of visual design, there is still limited understanding of its roles in electronic educational materials, especially for language learning and…
Descriptors: Visual Aids, Design, English (Second Language), Second Language Learning
Dore, Rebecca A.; Logan, Jessica; Lin, Tzu-Jung; Purtell, Kelly M.; Justice, Laura – Grantee Submission, 2020
Media use could be detrimental to children's language and literacy skills because it may displace other language-enhancing activities like shared reading and caregiver-child interactions. Furthermore, the extent to which children use media with adults (joint media engagement), the extent to which they use interactive media (apps/games), and the…
Descriptors: Literacy, Language Acquisition, Parent Child Relationship, Computer Games
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games