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 |
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz – Education and Information Technologies, 2016
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…
Descriptors: Educational Games, Video Games, Mathematics Education, Elementary School Mathematics
Costa, Conceição; Tyner, Kathleen; Henriques, Sara; Sousa, Carla – International Journal of Game-Based Learning, 2018
This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of…
Descriptors: Information Literacy, Literacy Education, Foreign Countries, Video Games
Övez, Filiz Tuba Dikkartin; Kiyici, Ozan Deniz – World Journal of Education, 2018
The aim of this study is to determine the opinions of 6th grade students towards teaching applications developed on the basis of Planning-Practicing-Evaluation model which is an ICT integration model for effective mathematics teaching. While teaching process was designed, Moodle which is a learning management system was used in order to use…
Descriptors: Grade 6, Student Attitudes, Educational Technology, Technology Uses in Education
Lovin, Misty Tonnu – ProQuest LLC, 2018
The proliferation of technology brings innovated strategies to enhance learning with digital math gaming in order to optimize motivation, comprehension, and retention. The problem is the lack of opportunities for students to engage in math video games. The scope of this paper is to present findings from a qualitative case study that investigated…
Descriptors: Secondary School Teachers, Teacher Attitudes, Mathematics Instruction, Video Games
Coyne, Sarah M.; Stockdale, Laura A.; Warburton, Wayne; Gentile, Douglas A.; Yang, Chongming; Merrill, Brett M. – Developmental Psychology, 2020
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires…
Descriptors: Video Games, Adolescents, Young Adults, Predictor Variables
Edwards, Rachael C.; Larson, Brendon M. H. – Environmental Education Research, 2020
Children's connection to nature (CTN) is declining with each generation, a concerning trend given that CTN is positively linked to wellbeing and environmentalism. A primary cause of this decline is that twenty-first-century youth engage with screens for several hours each day, which to a large extent replaces nature-based play. Researchers have…
Descriptors: Natural Resources, Information Technology, Play, Intervention
Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
Nebel, Steve; Schneider, Sascha; Beege, Maik; Kolda, Franziska; Mackiewicz, Valerie; Rey, Günter Daniel – Educational Technology Research and Development, 2017
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Cooperative Learning
Hollett, Ty; Ehret, Christian – Learning, Media and Technology, 2017
Increasingly, adult mentors in informal, media-rich settings, like libraries and museums, seek to integrate both learning and civic engagement opportunities for youth into designed programming. This article illustrates how youth open and sustain opportunities for civic engagement over the course of a six-month, youth-driven program--Metro:…
Descriptors: Citizen Participation, Civics, Youth Programs, Multimedia Materials
Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Ekinci, Nurullah Emir; Yalçin, Ilimdar; Özer, Ömer; Kara, Tayfun – Online Submission, 2017
This study aimed to investigate digital game addiction level of the high school students according to sports participation, gender, place of accommodation and level of income. Randomly chosen 931 high school students (508, %54,6 female and 423, %45,4 male) from several villages, districts and Kutahya city center (a town in the west part of Turkey…
Descriptors: Addictive Behavior, High School Students, Video Games, Foreign Countries
Barr, Matthew – Online Submission, 2017
This study measured the effects of playing commercial video games on the development of the desirable skills and competences sometimes referred to as 'graduate attributes'. Undergraduate students in the Arts and Humanities were randomly assigned to either an intervention or a control group. Previously validated, self-report instruments to measure…
Descriptors: Video Games, Skill Development, Job Skills, Undergraduate Students
Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
Fernández-de-Arroyabe-Olaortua, Ainhoa; Lazkano-Arrillaga, Iñaki; Eguskiza-Sesumaga, Leyre – Comunicar: Media Education Research Journal, 2018
Teenagers inhabit a virtual universe with their own model of entertainment, learning and communication. This research work defines the consumption, creation and dissemination patterns of online audiovisual content young students of Guipuzcoa have acquired in the fields of leisure and complementary information resources for school use, attending to…
Descriptors: Foreign Countries, Nonprint Media, Secondary School Students, Computer Use
Gallup, Jennifer; Duff, Christine; Serianni, Barbara; Gallup, Adam – Education and Training in Autism and Developmental Disabilities, 2016
A phenomenological study was conducted to investigate the social experiences and perceptions of friendship among three adolescents with an Autism Spectrum Disorder (ASD) engaged in online videogame play in the context of a massively multiplayer online role-playing game (MMORPG). Semi-structured interviews with three participants, diagnosed with…
Descriptors: Socialization, Friendship, Computer Games, Role Playing

Peer reviewed
Direct link
