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Turco, Rosa G.; Lesaux, Nonie K.; Jones, Stephanie M. – British Journal of Educational Technology, 2023
Studies suggest that mobile screen media can play a positive role in young children's language and literacy development. However, the role of mobile screen media in the home literacy environment of pre-school aged children has not been widely explored. Currently, it is unclear whether the amount of time on mobile devices has any association with…
Descriptors: Handheld Devices, Mass Media Use, Video Games, Computer Games
Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices
Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games
McGowan, Amanda L.; Gerde, Hope K.; Pfeiffer, Karin A.; Pontifex, Matthew B. – Early Education and Development, 2023
Research Findings: The present study examined the associations among meeting 24-hour movement behavior recommendations set by the World Health Organization (2019) and young children's self-regulation and quantity estimation skills in a sample of 123 children (n = 65 female; 4.9 ± 0.7 years) in mid-Michigan. Meeting screen time recommendations…
Descriptors: Motion, Child Behavior, Guidelines, Computation
Tatar, Burcu H.; Gerde, Hope K. – Reading Teacher, 2023
Young children's engagement with digital tools (e.g., tablets, smartphones, ebooks/storyapps, and mobile apps) is increasing globally. This is inevitable in our digital world. Even though children primarily use digital technology for entertainment purposes, these tools offer valuable learning opportunities too. Importantly, adults can provide and…
Descriptors: Young Children, Parent Teacher Cooperation, Parent Participation, Mass Media Use
Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
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
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
Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
Knorr, Nancy; Berkling, Kay – Research-publishing.net, 2020
iRead is an EU Project involving literacy games in Spanish, German, Greek, and English for L1 and L2 acquisition. Content is selected dynamically from a large database using linguistic rules based on the player profile. The teacher can view pupils' progress based on automated game sequences or assign games manually. This project strives to…
Descriptors: Student Attitudes, Teacher Attitudes, Elementary School Teachers, Elementary School Students
Göksu, Idris; Aslan, Alper; Turgut, Yigit Emrah – E-Learning and Digital Media, 2020
The aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational…
Descriptors: Handheld Devices, Computer Games, Children, Risk
Adanali, Rukiye – Review of International Geographical Education, 2021
Knowledge of geography is one of the main elements in solving problems such as urbanization, socio-economic inequalities, disease, migration, natural disasters. It is also seen that importance is given to the acquisition of geographical skills in educational programs. The spatial thinking skill that provides geospatial information is a geographic…
Descriptors: Educational Games, Computer Games, Game Based Learning, Geographic Information Systems
Dagyar, Miray; Kasalak, Gamze; Sezgin, Evren – World Journal on Educational Technology: Current Issues, 2020
The purpose of this study is to reveal the views of 4th grade primary school students about mobile programming education. Data were collected by using interview, metaphor and student drawings under qualitative research method. Among the 135 students who participated in the mobile programming education, 24 fourth grade primary school students who…
Descriptors: Elementary School Students, Grade 4, Children, Positive Attitudes
Kemp, Coral; Stephenson, Jennifer; Cooper, Megan; Hodge, Kerry – Infants and Young Children, 2019
A multiple-probe design across participants was used to investigate the effect of a peer-mediated intervention on the turn-taking behavior of 3 children with autism spectrum disorder (ASD) attending inclusive childcare centers. An educator trained peers to support the child with a disability to take turns playing a game on an iPad. The educator…
Descriptors: Peer Mediation, Teacher Role, Facilitators (Individuals), Young Children
Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
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