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Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
Tam, Frankie L. – ProQuest LLC, 2023
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results…
Descriptors: Educational Technology, Executive Function, Game Based Learning, Intervention
Carmen D'Angelo – ProQuest LLC, 2023
This mixed-methods action research study delves into the decision-making processes of students, with a specific focus on Arizona State University Housing as a case study. It also explores the potential role that Arizona State University Housing professionals can play in facilitating the flow of essential information to aid in these decision-making…
Descriptors: College Students, Decision Making, College Housing, Student Personnel Workers
Wen Jia; Austin Pack; Yi Guan; Liping Zhang; Bin Zou – Computer Assisted Language Learning, 2025
Despite the growing interest in game-based learning (GBL) over the last two decades, the influence of Augmented Reality-based GBL on English vocabulary growth is still not well understood when compared with other forms of media, especially with regard to academic English vocabulary. This quasi-experimental study with 90 Chinese…
Descriptors: Game Based Learning, English for Academic Purposes, Second Language Learning, Second Language Instruction
Oluwadara Abimbade – Journal of Digital Learning in Teacher Education, 2025
Today's adolescents actively engage with media, not only as consumers but also as creators. Their media creation activities range from graphic design and video production to digital storytelling and game programming. These experiences enable youth to express their voices and promote individual and community development. However, media production…
Descriptors: Middle School Students, Information Literacy, Deception, Misinformation
Melián Díaz, Dámari; Saorín, José Luis; Carbonell-Carrera, Carlos; de la Torre Cantero, Jorge – Technology, Pedagogy and Education, 2020
The relationship between two-dimensional elements and three-dimensional objects is an abstract process which generates difficulty for learning. This ability can be improved with exercises designed to improve spatial abilities. Many of those exercises aim at offering a single solution with the result that they are not the most suitable for…
Descriptors: Computer Games, Workshops, Creativity, Spatial Ability
Tsikinas, Stavros; Xinogalos, Stelios – Education and Information Technologies, 2020
Designing serious games (SGs) for people with intellectual disability (ID) and autism spectrum disorder (ASD), requires proper planning and decision making. In this article, a proposal of a serious games design framework (GDF) that aims to assist designers and special education teachers and professionals develop successful SGs for people with ID…
Descriptors: Autism, Pervasive Developmental Disorders, Intellectual Disability, Games
Beltekin, Enes; Kuyulu, Ihsan – Asian Journal of Education and Training, 2020
The study was performed to examine university students' digital game playing motivation and problem solving skill levels. The research group consists of totally 586 students, 326 male and 260 female study at Bingöl University Physical Education and Sports Academy (PESA), Faculty of Arts and Sciences, and Faculty of Engineering and Architecture…
Descriptors: Computer Games, Motivation, Problem Solving, College Students
Ng, Lee Luan; Rino Sharieful Azizie; Chew, Shin Yi – Asia-Pacific Education Researcher, 2022
The study investigates the impact of Massively Multiplayer Online Role-Playing Game (MMORPG) on players' application of vocabulary learning strategies. The participants are experienced online gamers aged between 24 and 25 years old. Apart from identifying the vocabulary learning strategies used by the ESL players during online gaming, in order to…
Descriptors: Computer Games, Simulated Environment, Vocabulary Development, Young Adults
Jensen, Erik Ottar; Skott, Charlotte Krog – Digital Experiences in Mathematics Education, 2022
In this article, we conduct a qualitative systematic review of studies examining the use of digital games to promote students' mathematical reasoning in primary and lower secondary schools. Digital games now have a prominent role in students' leisure time, as has mathematical reasoning in curricula around the world. This study investigates how the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Mathematical Logic
Suggate, Sebastian Paul; Martzog, Philipp – Early Child Development and Care, 2022
During typical childhood interactions with screen-media, two features are prominent. First, input is dominated by audio-visual signals and second, these predominately provide children with ready-made images, potentially negating effortful mental imagery construction. We present a two-year longitudinal study on a sample of 109 preschool children.…
Descriptors: Preschool Children, Mass Media Use, Television Viewing, Video Games
Mawasi, Areej; Nagy, Peter; Finn, Ed; Wylie, Ruth – Journal of Moral Education, 2022
In order to help students become scientifically literate citizens, science education should allow them to gain a more concrete understanding of the potential social and ethical impacts of scientific and technological change. Using Mary Shelley's Frankenstein as an imaginative tool, we designed simple hands-on activities and a digital narrative…
Descriptors: Science Instruction, Science Activities, Computer Games, Ethics
Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
Erbilgin, Evrim; Macur, Gregory Michael Adam – Journal on Mathematics Education, 2022
Solving arithmetic word problems has been a challenge for primary students due to difficulties in understanding the problem structure and relating the quantities in the problem to each other. This paper reports on an action research study to enhance students' subtraction word problem-solving skills. The authors observed that their students had…
Descriptors: Game Based Learning, Subtraction, Grade 2, Grade 3
Knowledge Socialism in the COVID-19 Era: A Collective Exploration of Needs, Forms, and Possibilities
Crain, Daniel E.; Hollings, Stephanie; Kayode, Hazzan Moses; Ogunniran, Moses Oladele; Worapot, Yodpet; Guañuna, Paola; Yasmeen, Tahira; Riaz, Anum; Samilo, Artem; Jiang, Yuhan; Bolanle, Ogunyemi Folasade; Jackson, Liz; Sturm, Sean – Educational Philosophy and Theory, 2022
The inspiration for this collective writing project began with a digital conference entitled 'Knowledge Socialism, COVID-19 and the New Reality of Education' held at Beijing Normal University. In this conference and through this article, multiple researchers spread across six continents have engaged in the collaborative task of outlining emerging…
Descriptors: Foreign Countries, Pandemics, COVID-19, Information Utilization

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