Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 5 |
Descriptor
Internet | 5 |
Skill Development | 5 |
Video Games | 5 |
Computer Literacy | 2 |
Foreign Countries | 2 |
Learning Strategies | 2 |
Access to Computers | 1 |
Adolescents | 1 |
African Culture | 1 |
After School Programs | 1 |
Age Differences | 1 |
More ▼ |
Source
Computers & Education | 1 |
Educational Technology… | 1 |
Journal of Educational… | 1 |
ReCALL | 1 |
Theory Into Practice | 1 |
Author
Blignaut, Seugnet | 1 |
Hayes, Elisabeth | 1 |
Ishikawa, Yasushige | 1 |
King, Elizabeth M. | 1 |
Kondo, Mutsumi | 1 |
McCreery, Michael | 1 |
Ravyse, Werner S. | 1 |
Sakamoto, Kishio | 1 |
Schrader, P. G. | 1 |
Shimomura, Hidenori | 1 |
Smith, Craig | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 3 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Elementary Secondary Education | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Schrader, P. G.; McCreery, Michael – Educational Technology Research and Development, 2008
Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…
Descriptors: Internet, Video Games, Expertise, Skill Development
Kondo, Mutsumi; Ishikawa, Yasushige; Smith, Craig; Sakamoto, Kishio; Shimomura, Hidenori; Wada, Norihisa – ReCALL, 2012
This paper reports a project in which researchers at universities in Japan explored the use of Mobile Assisted Language Learning (MALL) practices by developing a learning module intended to help improve students' scores on the TOEIC Listening and Reading Tests. MALL practices are currently being developed at universities in Japan because almost…
Descriptors: Foreign Countries, Internet, Teaching Methods, Informal Education
Hayes, Elisabeth – Computers & Education, 2008
Computer and video gaming are often considered to be potential routes to the development of aptitude and interest in using other forms of information technology (IT). The purpose of this exploratory study was to determine the extent to which young people who play games engage in related IT practices, such as creating and sharing content or…
Descriptors: Information Technology, Access to Computers, Age Differences, Gender Differences