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Wang, Xianhui; Xing, Wanli – Journal of Educational Computing Research, 2022
This study explored youth with Autism Spectrum Disorder (ASD) learning social competence in the context of innovative 3D virtual learning environment and the effects of gaming as a central element of the learning experience. The empirical study retrospectively compared the social interactions of 11 adolescents with ASD in game-and nongame-based 3D…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Social Development
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Graham, Sage L. – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2019
As digital interactions become more global, individuals who bring divergent practices 'to the keyboard' must interact with other participants who come to the digital space with different cultural norms and expectations. This study explores the interface between local expectations and global practice through emoji use in online gaming -- a venue…
Descriptors: Computer Mediated Communication, Cultural Differences, Computer Games, Nonverbal Communication
Campbell, Laurie O.; Gunter, Glenda A.; Kenny, Robert F. – International Journal of Game-Based Learning, 2019
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Social Change
Bressler, Denise M.; Bodzin, Alec M.; Eagan, Brendan; Tabatabai, Sara – Journal of Science Education and Technology, 2019
According to the National Research Council, the ability to collaboratively solve problems is of the utmost importance in scientific careers, yet students are not exposed to learning experiences that promote such expertise. Recent studies have found that interdependent roles used within collaborative mobile games are an effective way to scaffold…
Descriptors: Network Analysis, Epistemology, Computer Games, Cooperation
Tucker-Raymond, Eli; Puttick, Gillian; Cassidy, Michael; Harteveld, Casper; Troiano, Giovanni M. – International Journal of STEM Education, 2019
There have been increasing calls for integrating computational thinking and computing into school science, mathematics, and engineering classrooms. The learning goals of the curriculum in this study included learning about both computational thinking and climate science. Including computer science in science classrooms also means a shift in the…
Descriptors: Educational Technology, Technology Uses in Education, Environmental Education, Science Education
Zamora-Polo, Francisco; Corrales-Serrano, Mario; Sánchez-Martín, Jesús; Espejo-Antúnez, Luis – Education Sciences, 2019
Innovative teaching strategies are designing a new and promising landscape in education. They fill lessons with creativity and imagination for either the students or teachers. This article addresses an attempt to make the approach to science easier in a nonscientific environment: primary education at university level. Gamification methodologies…
Descriptors: Active Learning, Teaching Methods, Computer Games, Student Motivation
Talaee, Ebrahim – International Electronic Journal of Elementary Education, 2019
This study presents a pattern for Home Computer Use (HCU) and its relation to children's social and behavioural development during primary education. This study answers whether and how HCU (either educational or recreational) during primary school is related to children's social/ behavioural development such as self-regulation, anti-social…
Descriptors: Computer Use, Elementary School Students, Family Environment, Social Development
McTigue, Erin M.; Uppstad, Per Henning – Reading Teacher, 2019
Computer games and computer-assisted instruction have become prevalent in reading classrooms. However, research-based guidance for teacher use of such resources has not progressed at the same rate. In lieu of research, myths circulate about the utility of these resources, particularly when students use computer games independently. The authors…
Descriptors: Teaching Methods, Pedagogical Content Knowledge, Computer Games, Computer Assisted Instruction
Wulff, Eric P.; Romine, William; Sadler, Troy D.; Womack, A. J.; Laffey, James M.; Goggins, Sean P.; Griffin, Joseph; Sigoloff, Justin – Grantee Submission, 2019
This study explores middle school student learning of Next Generation Science Standards aligned content and practices associated with use of an innovative virtual learning environment. The learning environment, a computer-based game called Mission HydroSci (MHS), was developed with the aim of supporting student learning of water systems science…
Descriptors: Academic Standards, Alignment (Education), Middle School Students, Computer Games
Essalmi, Fathi; Tlili, Ahmed; Ben Ayed, Leila Jemni; Jemmi, Mohamed – International Journal of Distance Education Technologies, 2017
Learner modeling is a crucial step in the learning personalization process. It allows taking into consideration the learner's profile to make the learning process more efficient. Most studies refer to an explicit method, namely questionnaire, to model learners. Questionnaires are time consuming and may not be motivating for learners. Thus, this…
Descriptors: Educational Games, Personality, Personality Measures, Questionnaires
Kabak, Kadir – Participatory Educational Research, 2021
The impact of developing technologies is also observed in educational environments where many digital content-based applications are used. When the studies conducted are examined, it is seen that the applications where digital content is presented to students constitute the majority. However, considering the 21st century skills, more is needed to…
Descriptors: Student Developed Materials, Computer Games, Computer Science Education, Computer Assisted Instruction
Sütçü, Nese Dokumaci – Participatory Educational Research, 2021
In this study it was aimed to determine the effect of geometrical-mechanical intelligence games activities that are conducted with concrete materials and in computer environment on the spatial visualization and mental rotation skills of prospective teachers and to examine the opinions of prospective teachers about the activities. The research was…
Descriptors: Game Based Learning, Computer Games, Manipulative Materials, Geometric Concepts
Dobson, Tom; Stephenson, Lisa; De Arede, Ana – English in Education, 2021
Literary criticism of children's literature asserts a one-directional view of power with the adult writer constructing the child reader. Using "aetonormativity"-- adult perceptions of normality -- this paper explores what happens when children co-construct publishable fiction. Our analysis of drama and creative writing workshops shows…
Descriptors: Literary Criticism, Childrens Literature, Writing for Publication, Creative Writing