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Nathan Prestopnik – International Journal of Designs for Learning, 2016
This paper reports a design case for a story-driven language learning game called "Arena." "Arena" was developed in the design science tradition, where purpose-built artifacts are used as a springboard for scientific inquiry. As such, "Arena" is a vehicle for designers and researchers to study the effectiveness of…
Descriptors: Game Based Learning, Student Motivation, Second Language Learning, Play
Barbara Lewandowska-Tomaszczyk, Editor; Marcin Trojszczak, Editor – Second Language Learning and Teaching, 2022
This present book addresses language and its diverse forms in an array of professional and practical contexts. Besides discussing the intricacies of specialized settings such as legal, medical, technical or corporate, the collection also focuses on the role of education in relation to professional contexts ranging from challenges in professional…
Descriptors: Second Language Learning, Second Language Instruction, Languages for Special Purposes, Translation
Lawrence, Sandra M. – Early Education and Development, 2018
Research Findings: Digital play is now commonplace in many young children's lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the…
Descriptors: Preschool Children, Handheld Devices, Telecommunications, Interaction
Bacalja, Alexander – English in Australia, 2018
This paper reports on a participatory action research project which used videogames as the central texts for play and study in a middle-years English classroom in Australia. Ongoing questions about the nature of subject English have often focused on the discipline's ability to accommodate twenty-first century literacies. Videogames, as…
Descriptors: Video Games, Educational Games, Middle School Students, English Instruction
Mourgela, Vasiliki; Pacurar, Ecaterina – Journal of Educational Computing Research, 2018
This work, situated in the Greek sociocultural context, attempts to analyze the time spent by primary school students on digital and traditional extracurricular activities and the impact of these activities on the educational outcome. The first objective was to determine, by means of a quantitative survey, if the children as "digital…
Descriptors: Foreign Countries, Elementary School Students, Extracurricular Activities, Technological Literacy
Harvey, Miles Madison – ProQuest LLC, 2018
This qualitative study utilized video games and virtual reality in an eighth-grade public middle school media literacy elective classroom in which the head researcher was also the official teacher for the students in the study. The nineteen students and their teacher used video games in small groups for five consecutive weeks. The teacher and…
Descriptors: Video Games, Computer Simulation, Simulated Environment, Educational Technology
López Carrillo, Dolores; Calonge García, Amelia; Rodríguez Laguna, Teresa; Ros Magán, Germán; Lebrón Moreno, José Alberto – Electronic Journal of e-Learning, 2019
Pre-service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non-ludic environments. The use of gamification has shown good outcomes in terms of…
Descriptors: Preservice Teachers, Teaching Methods, Instructional Innovation, Educational Games
Alastair Henry; Cecilia Thorsen – Technology in Language Teaching & Learning, 2019
This article focuses on student engagement, and the use of digital games in language classrooms. Contributing to the mapping of student engagement across SLA (Dörnyei, 2019a), and in line with the need to use established theories to develop insights into engagement in contexts of digital gaming, a case is made for the concept of immersion (Brown…
Descriptors: Learner Engagement, Video Games, Technology Uses in Education, Second Language Learning
Calvo-Ferrer, José Ramón – Interactive Learning Environments, 2020
Although the "digital natives" theory is still used to justify the implementation of technologies such as video games in the language classroom, whether digital nativeness (i.e. the extent to which an individual embodies the characteristics attributed to digital natives) may be used as a predictor of digital game-based learning outcomes…
Descriptors: Computer Games, Video Games, Second Language Instruction, Second Language Learning
Hall, Jennifer; Suurtamm, Christine – International Electronic Journal of Mathematics Education, 2020
Media play an important role in young people's lives as an agent of socialization, both generally and with regard to mathematics. To understand the mathematics-related messages disseminated to young people via popular media, we analyzed portrayals of mathematics and mathematicians in over 40 media examples (television shows, movies, websites,…
Descriptors: Mass Media Role, Socialization, Mathematics, Personality Traits
Oikonomidoy, Eleni; Karam, Fares J. – International Journal of Early Years Education, 2020
The aim of this ethnographic study was to trace the English language development of a young boy from Syria (Nate, pseudonym) who relocated to the U.S. at the age of six without any prior exposure to formal schooling. Data were collected over a two-and-a-half-year period and included fieldnotes after weekly tutoring visits and writing samples. Nate…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Refugees
Handley, Noella, Ed.; Yoshioka, Jim, Ed. – National Foreign Language Resource Center at University of Hawaii, 2020
The 23rd Annual Graduate Student Conference of the College of Languages, Linguistics & Literature (LLL) at the University of Hawai'i at Manoa was held on Saturday, April 20th, 2019. As in past years, this conference offered the students in the six departments across the college, East Asian Languages and Literatures, English, Indo-Pacific…
Descriptors: Linguistics, Mandarin Chinese, Computer Mediated Communication, Language Usage
Farrell, Shannon L.; Neeser, Amy E.; Bishoff, Carolyn – College & Research Libraries, 2017
Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semi-structured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate…
Descriptors: Video Games, Educational Games, Research Universities, Qualitative Research
Dittman, Marki; Soto-Johnson, Hortensia; Dickinson, Scott; Harr, Tim – PRIMUS, 2017
In this paper, we describe how we integrated complex analysis into the second semester of a geometry course designed for preservice secondary mathematics teachers. As part of this inquiry-based course, the preservice teachers incorporated their geometric understanding of the arithmetic of complex numbers and complex-valued functions to create a…
Descriptors: Secondary School Teachers, Secondary School Mathematics, Geometry, Preservice Teachers
Kilic, Abdullah Faruk; Güzeller, Cem Oktay – Malaysian Online Journal of Educational Technology, 2017
This study aimed at determining the impact of demographic factors on the Internet usage purposes of high school students. The population of the study consisted of students between 9th and 12th grades from the Anatolian high schools, science high schools, social sciences high schools, sports high schools and fine arts high schools in Turkey. The…
Descriptors: High School Students, Internet, Foreign Countries, Questionnaires

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