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Guanzheng Chen; Yuying Fan – International Journal of Distance Education Technologies, 2025
Language delay impacts children's social development. Game-based teaching has shown promise in enhancing language skills, however, the effectiveness of digital game-based teaching for children with language delay remains underexplored. This study, focusing on Chinese kindergarten students, investigated the impact of digital game-based teaching…
Descriptors: Computer Games, Game Based Learning, Language Acquisition, Developmental Delays
Johanna Nyman; Sanna Salanterä; Miko Pasanen; Heidi Parisod – Health Education & Behavior, 2024
Smoking poses a significant threat to adolescent health because of its immediate and long-term detrimental health effects. Smoking refusal self-efficacy predicts smoking behavior in adolescence. In adolescents' health education, digital interventions are potential tools to support smoking refusal self-efficacy. The aim of this two-arm cluster…
Descriptors: Smoking, Self Efficacy, Health Behavior, Intervention
Orla Walsh; Conor Linehan; Christian Ryan – Autism: The International Journal of Research and Practice, 2025
There is increasing interest in the use of games to scaffold social skills training for autistic children and youth. However, there is no consensus on how to best approach their design, so that learning opportunities are maximised. This article presents a systematic scoping review of empirical studies that use games as social skills training for…
Descriptors: Autism Spectrum Disorders, Children, Adolescents, Late Adolescents
Matthew Finster; Lauren Decker-Woodrow; Barbara Booker; Craig A. Mason; Shihfen Tu; Ji-Eun Lee – Grantee Submission, 2023
COVID-19 contributed to the largest student performance decline in mathematics since 1990. The nation needs cost-effective mathematic interventions to address this drop and improve students' mathematics performance. This study presents a cost-effectiveness analysis (CEA) of three algebraic technological applications, across four conditions:…
Descriptors: COVID-19, Pandemics, Mathematics Instruction, Mathematics Achievement
Altinbas, Mehmet Emre – Language Teaching Research Quarterly, 2023
Following Richards's (2015) ideas of using movie clips, videos, and games as valuable technological tools for language learning, the present study was conducted to investigate the effectiveness of using novel extracts and computer game cutscenes based on the same story to develop the vocabulary knowledge of English as a foreign language (EFL)…
Descriptors: Second Language Learning, Second Language Instruction, Vocabulary Development, Comparative Analysis
Walter-Laager, Catherine; Brandenberg, Kathrin; Tinguely, Luzia; Schwarz, Jürg; Pfiffner, Manfred R.; Moschner, Barbara – British Journal of Educational Technology, 2017
The intervention study investigated the effects of an interactive word-learning app Learning apps are developed to achieve certain aims. In our case, the intention was to enrich the vocabulary acquisition of young children. Many other apps, such as games, are developed mainly for entertainment. The intention of games apps is to hold the attention…
Descriptors: Second Language Learning, Computer Software, Vocabulary Development, Visual Aids
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
Stevenson, Clinton D.; Porter, Kinsey; Stevenson, Kathryn T. – Journal of Food Science Education, 2018
Understanding the role of food science education in developing undergraduate students' intentions to implement Good Manufacturing Practices (GMPs) may be a key strategy in developing the workforce's implementation of GMPs and other food safety programs. Previous research has demonstrated the effects of educational interventions on planned food…
Descriptors: Undergraduate Students, Foods Instruction, Food Service, Manufacturing
Rutherford, Teomara; Liu, Allison S.; Lam, Arena S.; Schenke, Katerina – Journal of Research on Technology in Education, 2020
Self-beliefs are important determinants of student choice and success (Wigfield & Eccles, 2000) and are informed by student educational experiences, such as prior success with a task (Bandura, 1986). The potential for Computer-Based Interventions as self-belief-supporting learning environments is examined in this study, focusing on the…
Descriptors: Self Concept, Mastery Learning, Educational Experience, Intervention
Tokac, Umit; Novak, Elena; Thompson, Christopher G. – Journal of Computer Assisted Learning, 2019
This meta-analysis investigated the effects of learning video games on mathematics achievement of PreK-12th-grade students compared with traditional classroom instructional methods. Results from the 24 collected studies showed heterogeneity among effect sizes, both in magnitude and direction. Using a random effects model, a small but marginally…
Descriptors: Meta Analysis, Mathematics Instruction, Mathematics Achievement, Teaching Methods
Chen, Yuchun; Lin, Wen-Jing – Child Language Teaching and Therapy, 2022
Background: Children with developmental language disorder (DLD) demonstrate deficits in vocabulary development and novel word learning processes, which have been proposed to stem from their speech perception deficits. Aims: This study had two aims. The first was to evaluate the efficacy of an intervention incorporating a computer-based phonetic…
Descriptors: Intervention, Phonetics, Vocabulary Development, Language Impairments
Dore, Rebecca A.; Shirilla, Marcia; Hopkins, Emily; Collins, Molly; Scott, Molly; Shatz, Jacob; Lawson-Adams, Jessica; Valladares, Tara; Foster, Lindsey; Puttre, Hannah; Toub, Tamara Spiewak; Hadley, Elizabeth; Golinkoff, Roberta M.; Dickinson, David; Hirsh-Pasek, Kathy – Grantee Submission, 2019
Despite the prevalence of educational apps for children, there is little evidence of their effectiveness for learning. Here, children were asked to learn ten new words in a narrative mobile game that requires children use knowledge of word meanings to advance the game. Study 1 used a lab-based between-subjects design with middle-SES 4-year-olds…
Descriptors: Vocabulary Development, Computer Software, Preschool Children, Language Tests
Aunio, Pirjo; Mononen, Riikka – European Journal of Special Needs Education, 2018
The aim of this study was to determine the effects of an educational computer game, Lola's World, on low-performing children's early numeracy skills. Four preschools with 33 children from families of low socio-economic status (M[subscript age] = 5.5 years) took part in this study. Of the 33 children, 23 were split randomly into two groups: an…
Descriptors: Educational Games, Computer Games, Instructional Effectiveness, Preschool Children
Ronimus, Miia; Eklund, Kenneth; Pesu, Laura; Lyytinen, Heikki – Educational Technology Research and Development, 2019
This study investigates the effectiveness of a digital game--GraphoLearn (GL)--in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support,…
Descriptors: Reading Difficulties, Intervention, Reading Fluency, Computer Games
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