Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Game Based Learning | 4 |
Play | 4 |
Technology Uses in Education | 4 |
Electronic Learning | 2 |
Foreign Countries | 2 |
Preschool Education | 2 |
Teaching Methods | 2 |
Video Games | 2 |
Child Development | 1 |
Computation | 1 |
Computer Mediated… | 1 |
More ▼ |
Source
Contemporary Issues in Early… | 1 |
Early Child Development and… | 1 |
Journal of Educational… | 1 |
Technology, Knowledge and… | 1 |
Author
Arroyo, Ivon | 1 |
Castro, Francisco | 1 |
Closser, Avery Harrison | 1 |
Günes, Gökhan | 1 |
Jeong, Jiwon | 1 |
Lafton, Tove | 1 |
Micciolo, Matthew | 1 |
Ottmar, Erin | 1 |
Ryu, Dongwan | 1 |
Smith, Hannah | 1 |
Publication Type
Journal Articles | 4 |
Reports - Descriptive | 2 |
Reports - Research | 2 |
Education Level
Early Childhood Education | 2 |
Preschool Education | 2 |
Elementary Education | 1 |
Kindergarten | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
Australia | 1 |
Brazil | 1 |
China | 1 |
Finland | 1 |
Hong Kong | 1 |
Kuwait | 1 |
Malaysia | 1 |
Norway | 1 |
Qatar | 1 |
South Korea | 1 |
Taiwan | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
Lafton, Tove – Contemporary Issues in Early Childhood, 2021
Research concerning play and technology is largely aimed at expanding the knowledge of what technological play may be and, to a lesser extent, examines what happens to children's play when it encounters digital tools. In order to explore some of the complexity in play, this article elaborates on how Latour's concepts of 'translation' and…
Descriptors: Play, Kindergarten, Preschool Education, Educational Technology
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play