Publication Date
| In 2026 | 0 |
| Since 2025 | 111 |
| Since 2022 (last 5 years) | 613 |
| Since 2017 (last 10 years) | 1343 |
| Since 2007 (last 20 years) | 2515 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 62 |
| Researchers | 15 |
| Administrators | 9 |
| Parents | 9 |
| Policymakers | 9 |
| Practitioners | 9 |
| Students | 8 |
| Media Staff | 6 |
| Counselors | 1 |
| Support Staff | 1 |
Location
| Turkey | 97 |
| Australia | 75 |
| Spain | 71 |
| Canada | 64 |
| California | 45 |
| United States | 45 |
| China | 41 |
| United Kingdom | 37 |
| Taiwan | 36 |
| Japan | 26 |
| Malaysia | 23 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
| Does not meet standards | 2 |
Horowitz, Kenneth S. – American Journal of Play, 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Akyar, Begum Canaslan; Sapsaglam, Özkan – Discourse and Communication for Sustainable Education, 2019
Today's children are born into a digital world and are exposed to various electronic devices and digital contents both in the home environment and other environments since the first years of life. Children, who are a natural recipient of the environment in which they live, are exposed to the effects of the digital world at different levels and…
Descriptors: Preschool Children, Parents, Gender Differences, Computer Use
Aierbe, Ana; Oregui, Eider; Bartau, Isabel – Digital Education Review, 2019
The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the quantitative and qualitative phase, reveal differences in parental perception according to the…
Descriptors: Video Games, Preadolescents, Gender Differences, Age Differences
Ferguson, Sarah – Mathematics Teaching in the Middle School, 2019
Building sets, video games, and scatterplots may seem unrelated, but when they are combined into a problem-based learning (PBL) lesson, these elements join to create a unique learning experience. PBL lessons drive instruction by focusing learning and activities around a central challenge or question while providing a relevant, captivating, and…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Based Learning, Problem Solving
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
Bourchtein, Elizaveta; Langberg, Joshua M.; Cusick, Caroline N.; Breaux, Rosanna P.; Smith, Zoe R.; Becker, Stephen P. – Grantee Submission, 2019
Objectives: This study used a multi-informant approach to examine differences in types and rates of technology used by adolescents with and without attention-deficit/hyperactivity disorder (ADHD), associations between technology use and sleep/daytime sleepiness, and whether technology use was differentially related to sleep/daytime sleepiness in…
Descriptors: Computer Use, Sleep, Adolescents, Attention Deficit Hyperactivity Disorder
Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
Herrero, Carmen – Research-publishing.net, 2019
As students are becoming avid online media consumers and creators, participatory culture has shifted the focus of literacy from one of individual expression to one of community involvement (Chan & Herrero, 2010, p. 10). Taking into consideration the challenges and opportunities derived from the integration in formal settings (secondary and…
Descriptors: Multiple Literacies, Second Language Learning, Second Language Instruction, Secondary School Students
Lisa Gilbert – Theory and Research in Social Education, 2019
Research into students' interactions with historical video games is limited and tends to focus on teacher mediation. As a result, little is known about the meanings that students independently construct as they consume this form of media. This qualitative interview study uses "Assassin's Creed," a narrative video game with a historical…
Descriptors: Video Games, History, Empathy, Story Telling
Barringer, Daniel F.; Plummer, Julia D.; Kregenow, Julia; Palma, Christopher – Physical Review Physics Education Research, 2018
[This paper is part of the Focused Collection on Astronomy Education Research.] An increased interest in using video games in educational contexts has led to many innovations in both formal and informal environments. Educational researchers, instructional designers, and educators have sought and developed ways to incorporate video games or…
Descriptors: Introductory Courses, Astronomy, Online Courses, Teaching Methods
Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2018
This article describes a recent teacher researcher's investigation of digitized literature study at a Midwestern U.S. high school during the 2015-2016 school year that explored the use of digital literacies to support student-centered literary analysis. Digital literacy practices position literature students to connect with texts in authentic…
Descriptors: High School Students, Asian American Students, Literary Criticism, Student Centered Learning
Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
Gorman, Thomas E.; Gentile, Douglas A.; Green, C. Shawn – American Journal of Play, 2018
As the popularity of video games has risen so too has the worry about the problems associated with playing them. The authors review the research concerning problem gaming, its similarity to some clinical addictions like gambling and drug and alcohol abuse, and current treatment options. They conclude that, regardless of how researchers and medical…
Descriptors: Video Games, Addictive Behavior, Mental Disorders, Clinical Diagnosis
Bushman, Brad J. – Teaching of Psychology, 2018
Although violent entertainment has existed for centuries, the media have made it more accessible than ever before. In modern societies, people are immersed in media, like fish in water. Using hand-held devices, people can consume media just about anywhere they want, anytime they want. Moreover, violence is a common theme in the media, and research…
Descriptors: Violence, Mass Media, Mass Media Effects, Video Games

Peer reviewed
Direct link
