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Shared Learning Objectives in Interdisciplinary Projects: Game Design in a Sino-Scandinavian Context
Engström, Henrik; Lyu, Ruimin; Backlund, Per; Toftedahl, Marcus; Ehmsen, Palle Rosendahl – Journal of University Teaching and Learning Practice, 2020
The learning goals of project-based courses are typically specific for each involved discipline. Game development is deeply interdisciplinary and some of its core principles are shared across disciplines, from art to programming. This article presents a project-based approach where students majoring in arts and students majoring in technology…
Descriptors: Interdisciplinary Approach, Active Learning, Student Projects, Art Education
Kenneth Holstein; Erik Harpstead; Rebecca Gulotta; Jodi Forlizzi – Grantee Submission, 2020
As we design increasingly complex systems, we run up against fundamental limitations of human imagination. To support practice, it becomes essential to use authentic data and algorithms as design materials to augment designers' intuitions. Recent work has explored some dimensions of using data as a design material, suggesting the contours of a new…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Games, Computer Games
Cardoso, Walcir; Waddington, David; Sénécal, Anne-Marie; Kiforo, Enos; Anyango, Linah; Karanja, Dickson K. – Canadian Journal of Learning and Technology, 2021
This study examined the effects of Spaceteam ESL, a digital shouting game, on the development of oral reading fluency (ORF) among 71 English as a second language (ESL) students in three primary and secondary schools in Mombasa, Kenya. Following a mixed-methods approach for data collection and analysis, we pre-tested and post-tested the…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
Aljaberi, Nahil – International Journal of Progressive Education, 2021
This study aims to explore the reality of employing digital technologies in the education of kindergarten children and the primary stage. It also aims to determine the views and perceptions of children towards these technologies and how to deal with them. The study also aims to determine the perceptions of kindergarten teachers and the primary…
Descriptors: Preschool Teachers, Kindergarten, Primary Education, Young Children
Thorne, Steven L.; Hellermann, John; Jakonen, Teppo – Modern Language Journal, 2021
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place-based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Place Based Education
Quiroz, Martín Flores; Gutiérrez, Ricardo; Rocha, Franco; Valenzuela, María Paz; Vilches, Cynthia – Teaching English with Technology, 2021
This research investigates the effects of the use of Kahoot! to improve English vocabulary learning in an EFL context using a quasi-experimental post-test design. An experimental and a control group from two 9th grade classes participated in the study. A pre- and post-test were applied to both groups and the scores of both groups were compared to…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
Sperafico, Yasmini Lais; Pisacco, Nelba Maria; Corso, Luciana; Rohde, Luís Augusto; Dorneles, Beatriz – International Journal of Disability, Development and Education, 2021
This study compared the effects of a combined intervention of working memory (WM) and arithmetic reasoning (AR) vs WM intervention alone on the arithmetic reasoning performance of students with ADHD. Third- and fourth-grade elementary school students (n = 46) completed measures for AR, mathematical calculations, and WM. Participants were…
Descriptors: Students with Disabilities, Attention Deficit Hyperactivity Disorder, Short Term Memory, Arithmetic
Mariusz Kruk – Second Language Learning and Teaching, 2021
This chapter discusses issues concerning the design and implementation of the research project dealing with the changes in the levels of willingness to communicate, motivation, boredom and language anxiety, their relationships and factors influencing them in the course of the participants' visits to the virtual world Second Life. [For the complete…
Descriptors: Second Language Learning, Second Language Instruction, Individual Differences, Computer Simulation
Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
Yildiz, Cemalettin; Karadeniz, Mihriban Hacisalihoglu – European Journal of Science and Mathematics Education, 2018
In this study, it is aimed to examine the perceptions of prospective mathematics teacher about the concept of "intelligent games" through metaphors. Phenomenology method was used in the research. The participants of the research consisted of a total of 218 prospective teachers who studied in Department of Elementary School Mathematics…
Descriptors: Mathematics Teachers, Mathematics Instruction, Figurative Language, Preservice Teachers
Moore, Kimberly – Mathematics Teaching in the Middle School, 2018
Minecraft is an open world survival computer game that was originally created in Sweden in 2011 and later purchased by Microsoft® in 2014. It is among the most popular computer games with students of all ages because it gives players a sense of ownership and opportunities for creative exploration. The game has three unique features: (1) no clear…
Descriptors: Middle School Students, Grade 8, Secondary School Mathematics, Mathematics Instruction
Cutumisu, Maria – Interactive Technology and Smart Education, 2018
Purpose: This study aims to examine the impact of the informational value of feedback choices (confirmatory versus critical feedback) on students' performance, their choice to revise and the time they spend designing posters and reading feedback in a computer-based assessment game, Posterlet. Design/methodology/approach: An empirical correlational…
Descriptors: Feedback (Response), Computer Games, Middle School Students, Grade 8
Wright, J. Talmadge; Embrick, David G. – American Journal of Play, 2018
Computer game play has been criticized for disrupting family life by some who claim digital fantasy play alienates individuals from everyday interactions, even as others hold that such play increases sociability among players and their families. The authors argue that the truth about game play is more complex. They draw on research using…
Descriptors: Family Relationship, Role Playing, Computer Games, Criticism
Remmele, Bernd – International Journal of Game-Based Learning, 2017
The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…
Descriptors: Play, Educational Games, Student Motivation, Negative Attitudes

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