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Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
Bahari, Akbar; Eamer, Allyson; Hughes, Janette – CALICO Journal, 2022
The use of educational technologies to teach a second language (L2) in general, and L2 vocabulary in particular, has mass appeal among computer-assisted language learning (CALL) practitioners. The main objective of the present study is to report the challenges and affordances of technologies used for computer-assisted vocabulary learning (CAVL),…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Effects of Collaborative Digital Gameplay on Students' Three Dimensions of Engagement in Mathematics
Sun, Liping; Ruokamo, Heli; Kangas, Marjaana; Siklander, Pirkko – International Journal of Game-Based Learning, 2022
This study attempts to provide an in-depth understanding of the influence of collaborative digital gameplay on students' behavioural, emotional and cognitive engagement in mathematics. This mixed-method study used pre- (N = 45) and post-test (N = 43) engagement surveys and photo-elicitation interviews (N = 6) to investigate how a six-day…
Descriptors: Cooperative Learning, Computer Games, Play, Mathematics Instruction
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Educational Technology Research and Development, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods (k-means clustering, data visualization) to…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Lee, Ji-Eun; Chan, Jenny Yun-Chen; Botelho, Anthony; Ottmar, Erin – Grantee Submission, 2022
Online educational games have been widely used to support students' mathematics learning. However, their effects largely depend on student-related factors, the most prominent being their behavioral characteristics as they play the games. In this study, we applied a set of learning analytics methods ("k"-means clustering, data…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Learning Processes
Liu, Zhichun; Moon, Jewoong; Kim, Byungjoo; Dai, Chih-Pu – Educational Technology Research and Development, 2020
In this synthesis, we systematically review research on educational games with adaptivity. Although an adaptive gaming experience provides personalization to learning, the complexity of design makes it difficult to evaluate its effectiveness. In this systematic review, we adopt three analytic approaches: (1) bibliometric analysis, (2) qualitative…
Descriptors: Bibliometrics, Comparative Analysis, Educational Games, Meta Analysis
A Collaborative, User-Based Approach to Developing Science-Communication Resources Using 'Minecraft'
Hobbs, Laura; Holyman, Sam; Payne, M.; Ricketts, Yasmin; Stevens, Carly – School Science Review, 2020
Science Hunters is a UK outreach project that uses "Minecraft" (a computer game that allows children to build with a wide range of blocks) to engage children with science. Sessions are based on a range of science topics and include practical activities. A new topic, on bioluminescence, was designed in collaboration with staff and…
Descriptors: Cooperative Learning, Computer Games, Science Activities, Elementary School Science
Schrader, Peter G.; Carroll, Mark C.; McCreery, Michael P.; Head, Danielle L. – Journal of Educational Computing Research, 2020
Researchers have called for additional empirical studies associated with video games. However, every game is novel in terms of mechanics, content, context, and agency; known variables may be operationalized differently based on the game involved. It is incumbent upon researchers to leverage or create the best tools when extracting data from games.…
Descriptors: Man Machine Systems, Social Media, Computer Games, Discussion Groups
Wu, Ling; Kim, Minkang; Markauskaite, Lina – British Journal of Educational Technology, 2020
There is an emerging concern that modern technology-saturated environments, particularly computer games, are inhibiting the development of children's empathic behaviour and social skills. We argue that the solution is embedded in the problem when hybrid learning design blends real-life social interpersonal interactions with digital…
Descriptors: Young Children, Empathy, Childrens Attitudes, Delivery Systems
Stancin, Kristian; Hoic-Božic, Nataša; Skocic-Mihic, Sanja – Informatics in Education, 2020
The purpose of this systematic literature review is to explore the area of digital Game-Based Learning (GBL) for students with intellectual disabilities as a tool that enables positive impact on learning and mastering specific skills in order to make recommendations for future research. Twenty-one studies were selected from different databases.…
Descriptors: Game Based Learning, Students with Disabilities, Intellectual Disability, Literature Reviews
Ramani, Geetha B.; Daubert, Emily N.; Lin, Grace C.; Kamarsu, Snigdha; Wodzinski, Alaina; Jaeggi, Susanne M. – Developmental Science, 2020
Sources that contribute to variation in mathematical achievement include both numerical knowledge and general underlying cognitive processing abilities. The current study tested the benefits of tablet-based training games that targeted each of these areas for improving the mathematical knowledge of kindergarten-age children. We hypothesized that…
Descriptors: Educational Games, Mathematics Education, Number Concepts, Short Term Memory
Can, Derya – Journal of Theoretical Educational Science, 2020
The aim of this study is to examine the games in ABCya (https://www.abcya.com/) based on the learning trajectories for the development of number concept. To achieve this aim in the study it was examined which ABC educational game application support the learning trajectory and the development level related to number concept of games. This research…
Descriptors: Concept Formation, Number Concepts, Computer Games, Educational Games
Nunes da Silva Júnior, José; Santos de Lima, Paulo Roberto; Sousa Lima, Mary Anne; Monteiro, Álvaro Carvalho; Silva de Sousa, Ulisses; Melo Leite Júnior, Antonio José; Vega, Kimberly Benedetti; Oliveira Alexandre, Francisco Serra; Jalles Monteiro, André – Journal of Chemical Education, 2020
This report provides information about a free-of-charge, trilingual (Portuguese, Spanish, and English) game-based application that engages high school and undergraduate students in reviewing the structural theory of organic compounds in a challenging way. In Time Bomb Game, students must disarm a time bomb on their own by correctly answering…
Descriptors: Game Based Learning, High School Students, Undergraduate Students, Learner Engagement
Martínez, Camila; Maurits, Natasha; Maassen, Ben – Child Language Teaching and Therapy, 2023
GraphoGame is a computer-based game that trains grapheme-to-phoneme associations and has been shown to benefit reading acquisition in different languages and countries. In transparent languages, such as Spanish, learning grapheme-to-phoneme associations is of great importance when learning to read, and GraphoGame can help children at risk of…
Descriptors: Intervention, Identification, Reading Difficulties, Spanish Speaking
Umar, Çigdem Nilüfer – Educational Policy Analysis and Strategic Research, 2023
The purpose of this research is to explain the effects of the qualitative results obtained from the data which is gathered from the interviews with gifted students and their parents regarding the screen use of gifted students between the ages of 12-18 on the potential screen addictions of gifted students. This study is mixed methods research. The…
Descriptors: Gifted, Academically Gifted, Parents, Pandemics

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