Publication Date
| In 2026 | 0 |
| Since 2025 | 104 |
| Since 2022 (last 5 years) | 540 |
| Since 2017 (last 10 years) | 1464 |
| Since 2007 (last 20 years) | 2298 |
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 | 156 |
| Taiwan | 103 |
| Australia | 60 |
| China | 42 |
| United Kingdom | 36 |
| Canada | 31 |
| Japan | 31 |
| Germany | 30 |
| Indonesia | 29 |
| Brazil | 27 |
| Greece | 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 |
Porter, J. – Journal of Computer Assisted Learning, 2018
Tablets have much to offer children with learning difficulties, but evidence of their effectiveness to teach academic skills is limited and cannot be easily separated from the quality of the software. This paper analyses data from 3 iterative cycles of designing an app for children with Down syndrome to support their awareness of quantity through…
Descriptors: Down Syndrome, Computer Software, Learning Problems, Handheld Devices
Gholizadeh, Mehran; Taghiyareh, Fattaneh; Alvandkoohi, Saeed – International Journal of Game-Based Learning, 2018
The pivotal role of identifying types of players is inevitable in the game contexts, and educational games are not an exception. This article aims to present a model of player-game interaction in the mobile game-based learning setting regarding the behavioral propensity. This model comprises five different features inherited from the player…
Descriptors: Educational Games, Computer Games, Telecommunications, Handheld Devices
Keifer-Boyd, Karen; Knochel, Aaron D.; Patton, Ryan M.; Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2018
Mobile learning from a posthumanist critical perspective is the co-figuration of learner with geolocative mobile devices that blurs boundaries of the networked body. In this study, four art education researchers explore geolocative co-figurative possibilities of mobile learning. The authors theorize co-figurative agency and heighten awareness of…
Descriptors: Telecommunications, Handheld Devices, Art Education, Teaching Methods
Wingo, Nancy Pope; Roche, Cathy; Willig, James – AERA Online Paper Repository, 2018
This qualitative study explored undergraduate nursing students' perceptions of team competition, motivation, and learner engagement in an online educational game developed at one university. Researchers explored qualitative data from focus groups, observations, and documents by coding for themes and sub-themes. They found that students were mainly…
Descriptors: Undergraduate Students, Nursing Students, Teamwork, Competition
Liakin, Denis; Cardoso, Walcir; Waddington, David; Liakina, Natallia – Research-publishing.net, 2018
This study explores the pedagogical use of "Astronautes Français Langue Seconde (Astronautes FLS)", a cooperative digital game, in second/foreign language (L2) French teaching. It has two goals: (1) to introduce "Astronautes FLS" and its conceptualization, and (2) to report the results of a feasibility study in which we…
Descriptors: French, Second Language Learning, Second Language Instruction, Language Proficiency
Watson-Huggins, Janice – ProQuest LLC, 2018
Children have been playing computer games for many years. Today's children are very technologically savvy compared to 10 years ago. However, no concrete research was done in the Caribbean and in Jamaica to be specific, that investigates the impact of gamification on student academic scores and motivation. Gamification is used to describe the use…
Descriptors: Intervention, Mathematics Achievement, Middle School Students, Game Based Learning
Vogt, Spencer – ProQuest LLC, 2018
Studies have shown that digital media and digital games can enhance students' learning experience. However, few teachers appear to use digital game-based learning (DGBL) regularly. The purpose of this qualitative study was to understand how middle school teachers use DGBL in the classroom and the factors that positively and negatively influenced…
Descriptors: Middle School Teachers, Teacher Attitudes, Middle School Students, Student Attitudes
Korucu, Tugrul; Kabak, Kadir – International Technology and Education Journal, 2019
There are many academic studies in the literature examining educational digital applications. These studies documented the positive effects of practices on attitudes and academic achievement. Information technologies which have become a part of our lives have taken their place in our education system and contributed to education system in many…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Assisted Instruction
Hobbs, Laura; Fogg-Rogers, Laura – School Science Review, 2019
Three projects that use evidence- and research-based practice to engage and support three under-served audiences -- children with special educational needs (Science Hunters -- Lancaster University), young carers (Young Carer Chemistry Workshops at Cotton On -- Science from the Start) and girls and women in engineering (Women Like Me -- UWE…
Descriptors: Foreign Countries, Science Instruction, STEM Education, Disproportionate Representation
Simsek, Bilal; Direkci, Bekir – International Journal of Instruction, 2019
This study examines the relationship between online games and Turkish vocabulary acquisition. It adopted the sequential explanatory design of the mixed methods research. The quantitative data were collected through cluster sampling technique from 225 students studying in two secondary schools. The qualitative data were collected through the…
Descriptors: Computer Games, Turkish, Correlation, Vocabulary Development
Tas, Ibrahim – International Journal of Psychology and Educational Studies, 2019
Gaming addition is attracting the attention of more and more researchers every day. Diagnostic criteria defined by World Health Organization (WHO) and American Psychiatric Association (APA) for gaming disorder or internet gaming disorder have caused a rapid increase in the number of studies on the subject. A similar case applies to the studies…
Descriptors: Addictive Behavior, Computer Games, Foreign Countries, Correlation
Chartofili, Anna; Fokides, Emmanuel – Open Journal for Educational Research, 2019
The study presents the preliminary results of a project having as an overall objective to examine whether digital games have an impact on teenagers' cultural identity formation. Having completed the first stage, the results regarding digital games' impact on knowledge about local history are reported. Thirty high-school students from the island of…
Descriptors: Local History, Game Based Learning, Computer Games, High School Students
Mohd Radzi, Shanizan Herman; Tan, Wee Hoe; Yusoff, Amri – Malaysian Journal of Learning and Instruction, 2019
Purpose: This study examines the effects of a simulation board game for teaching and learning shipping management in higher education. A framework of comprehensive shipping operations is developed according to the syllabus of the Shipping Management course at Universiti Utara Malaysia. The course core content in the game covers two main…
Descriptors: Educational Games, Computer Games, Computer Simulation, Marine Education
Korat, Ofra; Falk, Yael – Journal of Early Childhood Literacy, 2019
We examined whether eBooks for children (aged 3 to 8) available on the market can serve as a good support for language and literacy. This follows studies published 10 years ago, which showed that children's e-books are usually overloaded with multimedia effects that distract children from the storyline, and from language and literacy learning.…
Descriptors: Electronic Publishing, Childrens Literature, Literacy Education, Language Skills
Kemp, Coral; Stephenson, Jennifer; Cooper, Megan; Hodge, Kerry – Infants and Young Children, 2019
A multiple-probe design across participants was used to investigate the effect of a peer-mediated intervention on the turn-taking behavior of 3 children with autism spectrum disorder (ASD) attending inclusive childcare centers. An educator trained peers to support the child with a disability to take turns playing a game on an iPad. The educator…
Descriptors: Peer Mediation, Teacher Role, Facilitators (Individuals), Young Children

Peer reviewed
Direct link
