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Toh, Weimin; Lim, Fei Victor – Interactive Learning Environments, 2023
In light of the growing phenomenon of parent-child digital co-play of online games, we conducted a study to understand the different ways of digital co-play and how they can offer opportunities for the child's learning. We analyse four cases of parent-child digital co-play on "Let's Play" gaming videos with "Roblox" on YouTube.…
Descriptors: Play, Parent Child Relationship, Video Technology, Computer Games
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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
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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
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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
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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
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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
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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
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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
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Desoete, Annemie; Praet, Magda – Journal of Cognitive Education and Psychology, 2022
Adaptive serious mathematical games in kindergarten were used to investigate whether kindergarteners could grasp mathematics topics. A pretest-posttest-follow up design with two conditions. (Condition 1 educational kindergarten games on the computer, focusing on counting and comparison, Condition 2 educational kindergarten games on the computer,…
Descriptors: Educational Games, Kindergarten, Young Children, Mathematical Concepts
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Yang, Xiaotong; Rahimi, Seyedahmad; Fulwider, Curt; Smith, Ginny; Shute, Valerie – Educational Technology Research and Development, 2022
The current study investigated students' gameplay behavioral patterns as a function of in-game learning supports delivery timing when played a computer-based physics game. Our sample included 134 secondary students (M = 14.40, SD = .90) from all over the United States, who were randomly assigned into three conditions: receiving instructional…
Descriptors: Student Behavior, Educational Games, Game Based Learning, Problem Solving
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Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
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Menglong Cong; Ariana Cohn; Carolyn Black; Megan Pesansky; Robyn Thomas Pitts; Kimberly J. Cortes; Kim A. Gorgens; Leslie Hasche; Scott Horowitz – Biochemistry and Molecular Biology Education, 2025
Lifelong learning is essential for healthy aging, and education can positively influence the older population's quality of life and cognition. Foldit (www.fold.it) is a free academic citizen science video game designed to help scientists with biochemistry problems. Foldit also has educational potential for different levels of learners--including…
Descriptors: Computer Games, Older Adults, Biochemistry, Lifelong Learning
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Shaocong Ma; Jingchen Li; Eva E. Chen – Early Education and Development, 2024
Despite the wide usage of screen media among young children, less is known about the relationships between children's screen time and their social competence development as impacted by family-related factors. Here, we investigated parents' engagement, children's screen time, and their social competence among Taiwanese Chinese children's families…
Descriptors: Young Children, Foreign Countries, Social Development, Mass Media Use
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Shilan Ahmadian; Lisbeth M. Brevik – Journal of Computer Assisted Learning, 2024
Background: The most recent Norwegian educational reform, in force from 2020, was the first to include games alongside more traditional language learning resources (e.g., novels, films, music) in the English curriculum for secondary school. This educational emphasis on games provided a unique opportunity to examine how games are actually used in…
Descriptors: Foreign Countries, English Instruction, Game Based Learning, Computer Games
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Basel Hammoda – Knowledge Management & E-Learning, 2024
Researchers and educators have been exploring innovative methods in entrepreneurship education to address traditional approach failure at engaging students and developing their skills. Educational technology has shown promising results in early studies. Yet, there is a scarcity of reviews on their effectiveness in developing entrepreneurial…
Descriptors: Educational Technology, Entrepreneurship, Outcomes of Education, Research Reports
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