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Bu, Qingyun – Science Insights Education Frontiers, 2022
Juvenile delinquency is one of the most complex social issues confronting both developing and developed nations in today's rapidly changing world. In China, adolescent criminality is likewise increasing at an alarming rate. In this study, we examined the status quo of juvenile delinquency in China, elucidated the reasons for adolescent crime from…
Descriptors: Delinquency, Delinquency Prevention, Etiology, Adolescents
Cardoso, Walcir; Waddington, David; Sénécal, Anne-Marie; Kiforo, Enos; Anyango, Linah; Karanja, Dickson K. – Canadian Journal of Learning and Technology, 2021
This study examined the effects of Spaceteam ESL, a digital shouting game, on the development of oral reading fluency (ORF) among 71 English as a second language (ESL) students in three primary and secondary schools in Mombasa, Kenya. Following a mixed-methods approach for data collection and analysis, we pre-tested and post-tested the…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
Aljaberi, Nahil – International Journal of Progressive Education, 2021
This study aims to explore the reality of employing digital technologies in the education of kindergarten children and the primary stage. It also aims to determine the views and perceptions of children towards these technologies and how to deal with them. The study also aims to determine the perceptions of kindergarten teachers and the primary…
Descriptors: Preschool Teachers, Kindergarten, Primary Education, Young Children
Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
Sperafico, Yasmini Lais; Pisacco, Nelba Maria; Corso, Luciana; Rohde, Luís Augusto; Dorneles, Beatriz – International Journal of Disability, Development and Education, 2021
This study compared the effects of a combined intervention of working memory (WM) and arithmetic reasoning (AR) vs WM intervention alone on the arithmetic reasoning performance of students with ADHD. Third- and fourth-grade elementary school students (n = 46) completed measures for AR, mathematical calculations, and WM. Participants were…
Descriptors: Students with Disabilities, Attention Deficit Hyperactivity Disorder, Short Term Memory, Arithmetic
Mariusz Kruk – Second Language Learning and Teaching, 2021
This chapter discusses issues concerning the design and implementation of the research project dealing with the changes in the levels of willingness to communicate, motivation, boredom and language anxiety, their relationships and factors influencing them in the course of the participants' visits to the virtual world Second Life. [For the complete…
Descriptors: Second Language Learning, Second Language Instruction, Individual Differences, Computer Simulation
Remmele, Bernd – International Journal of Game-Based Learning, 2017
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
Descriptors: Play, Educational Games, Student Motivation, Negative Attitudes
Cathy Burnett; Guy Merchant – Sage Research Methods Cases, 2017
As literacy researchers, we are interested in how children make meanings using digital technologies: how they use applications on digital devices such as laptops and iPads to create and access texts, as well as how they navigate and make sense of digital environments such as virtual worlds and video games. One of our methodological challenges…
Descriptors: Play, Elementary Education, Children, Technology Uses in Education
Hsu, Chung-Yuan; Chiou, Guo-Li; Tsai, Meng-Jung – Interactive Learning Environments, 2019
This study was to investigate the role of students' game self-efficacy in their game performance as well as in their visual behavior distributions and transfer patterns during their gameplay. A total of 48 university students were recruited for participating in a gameplaying task while wearing with an ASL Mobile Eye eye-tracker. After the…
Descriptors: Game Based Learning, Self Efficacy, Eye Movements, Attention
Hazar, Kürsat; Hazar, Zekihan – Asian Journal of Education and Training, 2019
The purpose of this research is to investigate the relationship between digital game addiction and fair play-sportsmanship behavior exhibited in physical education and sports lesson and to reveal the relationship between these two concepts. The research was designed according to the quantitative research model and correlational scanning method was…
Descriptors: Secondary School Students, Computer Games, Video Games, Addictive Behavior
Alshumaimeri, Yousif; Gashan, Amani; Bamanger, Ebrahim – World Journal on Educational Technology: Current Issues, 2019
In the Arab world, there is a lack of research investigating the use of virtual games to support learning English as a foreign language (EFL). The aim of this study was to examine EFL learners' attitudes towards the integration of the Second Life virtual game as a collaborative instructional tool. A descriptive inquiry method was followed, and…
Descriptors: Arabs, English (Second Language), Second Language Learning, Student Attitudes
Kapon, Shulamit; Halloun, Angela; Tabach, Michal – Journal for Research in Mathematics Education, 2019
We compared students' learning gains in authentic seventh-grade classrooms (N = 144) in 4 different interventions that incorporated a computer game that aims to teach players to solve linear equations. Significantly higher learning gains were measured in the implementations that were specifically designed to mediate the attribution of algebraic…
Descriptors: Algebra, Mathematics Instruction, Educational Technology, Technology Uses in Education
Altanis, Ioannis; Retalis, Symeon – Educational Media International, 2019
In the last few years, engaging students to create digital games has been a pole of attraction for many teachers and researchers, resulting in highly positive learning experiences and promoting their thinking skills, e.g., programming and computational thinking (CT) skills. Researchers have already stated about the need for further research not…
Descriptors: Thinking Skills, Computation, Skill Development, Motion