NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 151 to 165 of 2,676 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Esteban Vázquez-Cano; Mercedes Quero-Gervilla; María-Pilar Quicios-García; Eloy López-Meneses – Journal of New Approaches in Educational Research, 2024
This research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes' connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Video Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Kevin Hilliard; Xiaohong Yuan; Kelvin Bryant; Jinsheng Xu; Jinghua Zhang – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification has proven to be effective in engaging and encouraging people to work towards and achieve goals. Many students struggle to focus on schoolwork, due to a lack of interest, lack of understanding, or other factors unique to the student. Applying gamification elements to education can help engage these students in learning their course…
Descriptors: Gamification, Mastery Learning, Computer Security, Computer Networks
Peer reviewed Peer reviewed
Direct linkDirect link
Valérian Cece; Patrick Fargier; Cédric Roure; Vanessa Lentillon-Kaestner – Technology, Pedagogy and Education, 2025
Practising active video games (AVGs) requires performing motor and cognitive tasks, which might foster success in physical education and other school subjects but remains poorly investigated. This study examined the learning effects of six lessons using AVGs with physical education and mathematics content. Overall, 216 school-students composed an…
Descriptors: Interdisciplinary Approach, Teaching Methods, Video Games, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Nesrin Isikoglu; Kadriye Selin Budak; Müzeyyen Guzen – Early Childhood Education Journal, 2025
The current study aims to identify changing trends in digital play addiction tendencies among young children and parental guidance strategies before, during, and after the COVID-19 pandemic. In light of the bioecological model of development, it was hypothesized that the pandemic would have a significant impact on the addiction to digital play…
Descriptors: Young Children, Play, Addictive Behavior, Parent Role
Peer reviewed Peer reviewed
Direct linkDirect link
Jen Aggleton; Emily Mannard; Mona Humaid Aljanahi; Christian Ehret – Literacy, 2025
Research strongly supports the use of narrative videogames in the literacy/English classroom. However, for many teachers, incorporating videogames into their teaching practice is highly challenging. This article offers new insights into the potential of videogames as a pedagogical tool for literacy/English by exploring the barriers that teachers…
Descriptors: Teacher Attitudes, Technology Uses in Education, Video Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Hashmi, Salim; Paine, Amy L.; Hay, Dale F. – Infant and Child Development, 2021
References to internal states (e.g., thoughts, feelings, and desires) indicate children's appreciation of people's inner worlds. Many children spend time playing video games; however, the nature of children's speech when doing so has received little attention. We investigated the use of internal state language (ISL) as 251 seven-year-olds played…
Descriptors: Psychological Patterns, Cognitive Processes, Play, Toys
Peer reviewed Peer reviewed
Direct linkDirect link
Barany, Amanda; Foster, Aroutis – Journal of Experimental Education, 2021
Video games, and the affinity spaces that develop around them, have been lauded as valuable sites for promoting learning as a transformational and intentional process of identity exploration. This research examines how such processes are enacted on a community discussion forum for the space flight simulator game Kerbal Space Program. Public…
Descriptors: Video Games, Discussion Groups, Social Networks, Individual Development
Peer reviewed Peer reviewed
Direct linkDirect link
Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rehim, Mastur H.; AL-Tkhayneh, Khawlah M.; Zaitoun, Eman Ali; Khaled, Ahmed – Journal of Social Studies Education Research, 2023
This study aims to examine the effects of electronic games on students' academic achievement. The study was conducted on a sample of parents in the city of Al Ain, United Arab Emirates. A questionnaire was used for data collection, with a sample of 76 parents randomly chosen, comprising 64 females (84.2%) and 12 males (15.8%). The study findings…
Descriptors: Video Games, Academic Achievement, Parent Attitudes, Leisure Time
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, C.-C.; Crews, D. – International Journal of Kinesiology in Higher Education, 2023
Neural and behavioral evidence has indicated that video games and mental training can enhance motor skills and attentional stability. The purpose of this study is to investigate the acute effect of a single session of cognitive game training on electroencephalography (EEG) activity and golf putting performance (10, 12 ft putts). A total of twelve…
Descriptors: Brain Hemisphere Functions, Brain, Cognitive Development, Video Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Peer reviewed Peer reviewed
Direct linkDirect link
Brandon K. Schultz; Steven W. Evans; John Bowditch; Kaitlynn Carter; Emma E. Rogers; Jennifer Donelan; Allison Dembowski – Grantee Submission, 2023
An estimated 8.7% to 9.8% of school-age children in the United States have attention deficit hyperactivity disorder (ADHD), affecting 4.3 to 4.9 million public school students. ADHD is a costly disorder that often goes untreated, especially among adolescents. Accessible computer- based programs have emerged to address the neurocognitive deficits…
Descriptors: Video Games, Attention Deficit Hyperactivity Disorder, Planning, Skill Development
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
Meagan Kathleen Bromley – ProQuest LLC, 2023
Parental involvement in play has long been an essential piece of healthy child development and wellbeing, yet when it comes to digital play, parent-child relationships are often characterized by conflict and stress. This research explored the relationship between parental involvement with children's digital game play, digital game design, and…
Descriptors: Parent Participation, Child Development, Parent Child Relationship, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Kai-Yi Chin; Yen-Lin Chen – Interactive Learning Environments, 2023
Using digital learning content to realize learning in games is a rapidly-developing direction of interest for teachers and researchers. This study has developed a digital role-playing gaming system to review Social Studies course content to a fifth Grade class at an elementary school. It allows students to experience the historical storyline of…
Descriptors: Role Playing, Video Games, Academic Achievement, Student Motivation
Pages: 1  |  ...  |  7  |  8  |  9  |  10  |  11  |  12  |  13  |  14  |  15  |  ...  |  179