Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Australasian Journal of… | 1 |
Computer Assisted Language… | 1 |
Discover Education | 1 |
Grantee Submission | 1 |
International Online Journal… | 1 |
Journal on School Educational… | 1 |
Learning, Media and Technology | 1 |
Author
Ahmad Syawaluddin | 1 |
Bate, Frank | 1 |
Bruce, A. Jerry | 1 |
Casey A. Kennedy | 1 |
Chang, Cheng-Sian | 1 |
Chang, Chih-Chun | 1 |
Chen, Jyun-Chen | 1 |
Dolgunsöz, Emrah | 1 |
Garner, Emily J. | 1 |
Harman, Marsha J. | 1 |
Hsiao, Hsien-Sheng | 1 |
More ▼ |
Publication Type
Reports - Research | 7 |
Journal Articles | 6 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 7 |
Grade 5 | 7 |
Middle Schools | 7 |
Intermediate Grades | 6 |
Grade 4 | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 9 | 1 |
Primary Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ahmad Syawaluddin; Nur Aeni – Discover Education, 2025
This study looks at how utilizing digital versions of classic games specifically Snakes and Ladders can help young learners learn more vocabulary in English. The study focuses on how digital versions of classic games can improve primary school students' vocabulary learning and retention. A quasi-experimental approach was used, with a control group…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, English (Second Language)
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Utku, Özlem; Dolgunsöz, Emrah – International Online Journal of Education and Teaching, 2018
The current study aimed to examine the effect of online vocabulary games on teaching new words to young learners of EFL. For this aim, 46 Turkish 5th grade EFL students in a state school were assigned into control and experimental groups. Both groups studied 22 words in 6 instructional sessions conducted in 6 subsequent weeks in the second…
Descriptors: Foreign Countries, Teaching Methods, Computer Games, Educational Technology
Lisa K. Fazio; Casey A. Kennedy; Robert S. Siegler – Grantee Submission, 2016
We examined whether playing a computerized fraction game, based on the integrated theory of numerical development and on the Common Core State Standards' suggestions for teaching fractions, would improve children's fraction magnitude understanding. Fourth and fifth-graders were given brief instruction about unit fractions and played "Catch…
Descriptors: Educational Games, Computer Games, Fractions, Mathematics Instruction
Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
Garner, Emily J.; Harman, Marsha J.; Bruce, A. Jerry – Journal on School Educational Technology, 2008
The purpose of this investigation was to ascertain the effectiveness of Captain's Log, a computerized cognitive-training program designed to improve attention and reduce impulsivity. Participants consisted of 48 children in third through sixth grades, nominated by teachers for classroom behavior that interfered with their learning. Students were…
Descriptors: Grade 3, Grade 4, Grade 5, Grade 6