Publication Date
In 2025 | 41 |
Since 2024 | 170 |
Since 2021 (last 5 years) | 681 |
Since 2016 (last 10 years) | 1535 |
Since 2006 (last 20 years) | 2231 |
Descriptor
Source
Author
Hwang, Gwo-Jen | 15 |
Beavis, Catherine | 9 |
Hong, Jon-Chao | 9 |
Rahimi, Seyedahmad | 8 |
Clark, Douglas B. | 7 |
Denner, Jill | 7 |
Fokides, Emmanuel | 7 |
Ji-Eun Lee | 7 |
Mayer, Richard E. | 7 |
Cardoso, Walcir | 6 |
Chen, Ching-Huei | 6 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 58 |
Practitioners | 37 |
Researchers | 15 |
Students | 9 |
Policymakers | 7 |
Parents | 5 |
Administrators | 4 |
Counselors | 1 |
Location
Turkey | 150 |
Taiwan | 101 |
Australia | 58 |
China | 38 |
United Kingdom | 36 |
Canada | 31 |
Germany | 30 |
Japan | 29 |
Brazil | 27 |
Greece | 26 |
Indonesia | 26 |
More ▼ |
Laws, Policies, & Programs
United Nations Convention on… | 4 |
Elementary and Secondary… | 3 |
First Amendment | 1 |
No Child Left Behind Act 2001 | 1 |
Race to the Top | 1 |
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 5 |
Meets WWC Standards with or without Reservations | 5 |
Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
Gee, Elisabeth R.; Aguilera, Earl – Pedagogies: An International Journal, 2021
Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of…
Descriptors: Critical Literacy, Computer Games, Video Games, Adolescents
Ogurlu, Uzeyir; Kahraman, Suleyman; Kayaalp, Alper – Journal of Education in Science, Environment and Health, 2021
The aim of this research was to examine computer game addiction levels in gifted students, in comparison with addiction levels in non-gifted students. Data were obtained from 614 (169 gifted, 445 non-gifted) primary school students in Turkey, by using The Computer Game Addiction Scale for Children. This research was a correlational study using…
Descriptors: Computer Games, Addictive Behavior, Academically Gifted, STEM Education
Mutch-Jones, Karen; Boulden, Danielle C.; Gasca, Santiago; Lord, Trudi; Wiebe, Eric; Reichsman, Frieda – Educational Technology Research and Development, 2021
Research on the use of digital games suggests they can enhance students' learning; however, teachers often play an important role in mediating gameplay and a game's educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on…
Descriptors: Computer Games, Game Based Learning, Teaching Methods, Science Instruction
Adrián Sabalete Suárez; Manuel Roblizo Colmenero – International Studies in Catholic Education, 2024
Skills enabling the integration of information and communications technology (ICT) in classrooms have become necessary for teachers' professional practice. Using an applied approach, this study conducts an analysis of the use of and attitudes and perceptions towards digital skills among Spanish teachers in Salesian schools. Given the relevance of…
Descriptors: Technological Literacy, Pedagogical Content Knowledge, Teacher Attitudes, Digital Literacy
Mar'atussolichah; Hamidulloh Ibda; Muhammad Fadloli Al-Hakim; Faizah Faizah; Aniqoh Aniqoh; Mahsun Mahsun – Journal of Education and Learning (EduLearn), 2024
The background of this research is the need for teacher innovation in developing digital-based learning media in Indonesian language learning. The research method used is research and development (R&D) with the analysis, design, develop, implement, and evaluate (ADDIE) model, which consists of five research stages: analysis, planning,…
Descriptors: Educational Games, Indonesian, Elementary School Students, Teaching Methods
Saman Ebadi; Hanieh Azizimajd – Education and Information Technologies, 2024
This study reports the results of a mixed-methods investigation on the impact of task-based speaking practices using the Clubhouse application outside the classroom on EFL learners' oral fluency and willingness to communicate (WTC). Sixty upper-intermediate EFL learners were divided into experimental and control groups practicing speaking skills…
Descriptors: English (Second Language), English Language Learners, Handheld Devices, Computer Software
Ji-Young Choi; Shinyoung Jeon; Fattaneh Arabzadehjafari – Early Education and Development, 2024
This secondary analysis study examined patterns, predictors, and outcomes of dual language learners' (DLLs') development in Spanish and English. Research Findings: Latent profile analysis identified three groups of DLLs: Balanced Bilinguals (54%), English-Dominant Bilinguals (25%), and Spanish-Dominant Bilinguals (21%). These groups had fairly…
Descriptors: Bilingualism, Spanish, English (Second Language), Language Skills
Chua, Yu Wei; Lu, Szu-Ching; Anzulewicz, Anna; Sobota, Krzystof; Tachtatzis, Christos; Andonovic, Ivan; Rowe, Philip; Delafield-Butt, Jonathan – Developmental Science, 2022
Movement is prospective. It structures self-generated engagement with objects and social partners and is fundamental to children's learning and development. In autistic children, previous reports of differences in movement kinematics compared to neurotypical peers suggest that its prospective organisation might be disrupted. Here, we employed a…
Descriptors: Autism, Pervasive Developmental Disorders, Motion, Handheld Devices
Gibbons, Deborah E.; Freeman, Michael – Decision Sciences Journal of Innovative Education, 2022
Multirole online games offer advantages for learning in business schools, as students process information and coordinate with others while pursuing measurable goals. Gaming environments can be complex, and the choices and timing of players' actions may have long-term effects on the state of the game. Team members practice communication skills as…
Descriptors: Decision Making, Group Dynamics, Computer Games, Educational Games
Erümit, Semra Fis; Yilmaz, Türkan Karakus – Technology, Pedagogy and Education, 2022
In this study, gamification with game-based activities was implemented in an undergraduate information technologies course in a university. While the qualitative results of this mixed methods revealed what aspects of gamification supported students' learning in this course, the quantitative analysis of responses to pre- and post-testing showed…
Descriptors: Game Based Learning, Undergraduate Students, Student Motivation, Learner Engagement
Guner-Ozer, Mediha; Belet Boyaci, S. Dilek; Özer, Fatih – International Technology and Education Journal, 2022
The present study aimed to discuss the development of an educational digital game for Turkish language instruction as a second language to foreign primary school students. First, the correlation between digital games and education was discussed, the learning and motivational theories fundamental to the educational digital games were investigated,…
Descriptors: Foreign Countries, Turkish, Second Language Instruction, Foreign Students
Riemer, Valentin; Schrader, Claudia – Interactive Learning Environments, 2022
This study investigates how students' competition preference as a trait variable, in conjunction with students' state self-monitoring, affects learning outcome when learning with a serious game. In particular, it is investigated whether competition preference moderates the relation between self-monitoring and learning outcome. For the study, 86…
Descriptors: Competition, Educational Games, Student Characteristics, Self Management
Rudolphi-Solero, Teodoro; Lorenzo-Alvarez, Rocio; Ruiz-Gomez, Miguel J.; Sendra-Portero, Francisco – Anatomical Sciences Education, 2022
Competitive game-based learning within Second Life enables effective teaching of basic radiological anatomy and radiological signs to medical students, with good acceptance and results when students participate voluntarily, but unknown in a compulsory context. The objectives of this study were to reproduce a competitive online game based on…
Descriptors: Medical Students, Medical Education, Game Based Learning, Educational Games
Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes