Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Computer Games | 6 |
| Language Acquisition | 6 |
| Vocabulary Development | 6 |
| Foreign Countries | 3 |
| Case Studies | 2 |
| Computer Simulation | 2 |
| Context Effect | 2 |
| Expressive Language | 2 |
| Handheld Devices | 2 |
| Language Tests | 2 |
| Measures (Individuals) | 2 |
| More ▼ | |
Source
| Educational Technology… | 1 |
| Grantee Submission | 1 |
| International Journal of… | 1 |
| Journal of Child Language | 1 |
| ProQuest LLC | 1 |
| Teaching PreK-8 | 1 |
Author
| Allen, Denise | 1 |
| Bischoff, Michael | 1 |
| Collins, Molly | 1 |
| Dickinson, David | 1 |
| Direkci, Bekir | 1 |
| Dore, Rebecca A. | 1 |
| Foster, Lindsey | 1 |
| Gilliland, Betsy | 1 |
| Golinkoff, Roberta M. | 1 |
| Hadley, Elizabeth | 1 |
| Haifa Alroqi | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
| Book/Product Reviews | 1 |
| Dissertations/Theses -… | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
Audience
Location
| Japan | 1 |
| Saudi Arabia | 1 |
| Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Haifa Alroqi; Ludovica Serratrice; Thea Cameron-Faulkner – Journal of Child Language, 2023
This study investigates the influence of the quantity, content, and context of screen media use on the language development of 85 Saudi children aged 1 to 3 years. Surveys and weekly event-based diaries were employed to track children's screen use patterns. Language development was assessed using JISH Arabic Communicative Development Inventory…
Descriptors: Foreign Countries, Toddlers, Mass Media Use, Television Viewing
Simsek, Bilal; Direkci, Bekir – International Journal of Instruction, 2019
This study examines the relationship between online games and Turkish vocabulary acquisition. It adopted the sequential explanatory design of the mixed methods research. The quantitative data were collected through cluster sampling technique from 225 students studying in two secondary schools. The qualitative data were collected through the…
Descriptors: Computer Games, Turkish, Correlation, Vocabulary Development
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
Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
Yamazaki, Kasumi – ProQuest LLC, 2015
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Japanese, Computer Games
Allen, Denise – Teaching PreK-8, 1995
Reviews three examples of classroom-tested multimedia technology. The titles reviewed are "Scrabble,""A to Zap!," and "Brain Quest." Reviews include hardware requirements, price, and children's book titles that can be used to expand on the software's use. (ET)
Descriptors: Computer Games, Computer Software Reviews, Educational Games, Educational Technology

Peer reviewed
Direct link
