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Ariri J. Onchwari; Grace Keengwe – European Journal of Education, 2025
This study examined parents' engagement in learning activities with their preschool-aged children and the frequency of that engagement during the COVID 19 pandemic. Participants in the study were from a midwestern state in the United States. Differences among parent engagement in learning activities with their children were found along a range of…
Descriptors: Parent Participation, Parent Child Relationship, Learning Activities, Family Environment
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Joni Tzuchen Tang; Shih-Ting Chu; Tung-Feng Chang – Innovation in Language Learning and Teaching, 2025
Early exposure to preschool literacy skills benefits children's language development, and the rise of digital learning provides young children access to information and technology devices. This study investigated the effectiveness of using a tablet learning model combined with a Digital Game-Based Learning Approach and applied handwriting skills…
Descriptors: Handwriting, Alphabets, Game Based Learning, Video Games
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Winarto; Dadan Rosana; Widodo Setiyo Wibowo; Dita Puji Rahayu; Pramudya Wahyu Pradana; Galih Albarra Shidiq – European Journal of STEM Education, 2025
The issue of environmental pollution in urban areas is becoming more prevalent. Students require the implementation of environmental education. The purpose of this study is to analyze the impact of STEM-EfSD games on improving creative thinking and environmental literacy. We employed a quasi-experimental one-group pretest-posttest design as the…
Descriptors: STEM Education, Environmental Education, Pollution, Urban Areas
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Adams, Aubrie; Toh, Weimin – Electronic Journal of e-Learning, 2021
Although serious games are generally praised by scholars for their potential to enhance teaching and e-learning practices, more empirical evidence is needed to support these accolades. Existing research in this area tends to show that gamified teaching experiences do contribute to significant effects to improve student cognitive, motivational, and…
Descriptors: Psychological Patterns, Video Games, Video Technology, College Students
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Hoffman, Daniel L.; Paek, Seungoh; Zhou, Zhou; Türkay, Selen – Technology, Knowledge and Learning, 2021
This study examined the relationship between elementary students' domain-specific and game-specific motivations in the context of educational videogames. Using a quasi-experimental design, thirty (N = 30) sixth grade students were assigned to two groups based on their level of motivation for the domain of math (higher math motivation vs. lower…
Descriptors: Student Motivation, Mathematics Achievement, Video Games, Elementary School Students
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Abarkan, Ali; BenYakhlef, Majid – Education and Information Technologies, 2022
Learning to code is far from an easy task, it is a promising approach that underscores the use of the video game culture of students to motivate them to invest their time in the practice of programming. The students in this discipline are often discouraged by the amount of information to remember and the complex and constraining syntaxes.…
Descriptors: Programming Languages, Educational Games, Computer Games, Learning Motivation
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Dere, Zeynep – International Journal of Curriculum and Instruction, 2022
Technology can provide children new opportunities to dive into the internet and play online games. Parents are showing concerns towards losing the ability to observe children's accession to technological devices. It is also growing concern that technological addiction has some negative impacts on young children. The purpose of this study was to…
Descriptors: Addictive Behavior, Internet, Video Games, Child Behavior
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Albarracín, Lluís; Hernàndez-Sabaté, Aura; Gorgorió, Núria – International Journal of Mathematical Education in Science and Technology, 2022
In this article, we present an educational proposal designed to work on spatial geometry and three-dimensional thinking with students in the last years of Primary Education. The proposal is comprised of several activities that combine the use of a classroom videogame and working with manipulative materials to create a representation of the…
Descriptors: Video Games, Design, Spatial Ability, Geometric Concepts
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Simon-Jones, L.; Jankoski, J. A. – Journal on Excellence in College Teaching, 2022
The effectiveness of embedding commercial video games into higher education humanities classrooms for the purpose of improving undergraduate students' analytical skills was examined through a single game case study. This collaborative study utilized the PlayStation game "Doki Doki Universe"™ to address methods of game implementation,…
Descriptors: Video Games, Humanities, Undergraduate Students, Academic Achievement
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Cabellos, Beatriz; Pozo, Juan-Ignacio; Marín-Rubio, Kevin; Sánchez, Daniel L. – Education and Information Technologies, 2022
Video games are the digital entertainment resource most in demand by young people, which has led an increasing number of education experts to study their possible benefits. In particular, in this research, we set out to identify the potential of 'Papers, Please' to promote moral learning. Thus, we have tried to identify those objectives that go…
Descriptors: Prosocial Behavior, Video Games, Values Education, Moral Values
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Fathurrohman, Maman; Nindiasari, Hepsi; Rahayu, Ilmiyati – Journal on Mathematics Education, 2022
This paper reported the design and development of a conventional and digital mathematical board game for use by students in learning arithmetic. At the time of research, there is no significant indication that a mathematical board game is available in scientific and published patent documentation. The availability of mathematical board games for…
Descriptors: Game Based Learning, Video Games, Curriculum Development, Arithmetic
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Wang, Wei; Wang, Wenjing; Shadiev, Rustam – Smart Learning Environments, 2022
To support trainings for static balance ability improvement, in this study, we developed a somatosensory-based feedback system (SFS) using Kinect technology. Three training tasks such as knees crouch, rotating upper body and rotating upper body with a ball in hands were designed according to the static balance ability training method. Forty-four…
Descriptors: Sensory Integration, Psychomotor Skills, Technology Uses in Education, Video Games
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American Journal of Play, 2020
Christopher Bensch is vice president for collections and chief curator at The Strong National Museum of Play in Rochester, NY. He oversees the acquisition of and care for the world's most comprehensive collection of playthings. He also serves as the primary spokesperson for the National Toy Hall of Fame. Andrew Borman is digital games curator at…
Descriptors: COVID-19, Pandemics, Play, Museums
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Hofmeyr, Michael – JALT CALL Journal, 2023
The notion that digital games can be effectively employed as tools for learning and teaching has steadily been gaining traction among educational theorists and researchers, with numerous empirical studies pointing to the potential benefits of games for skill and knowledge development. However, a solid understanding of learners' attitudes and…
Descriptors: Student Attitudes, Video Games, Game Based Learning, Foreign Countries
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Alzubaidi, Amani Hashim; Alanazi, Nouf Arrak; Alwahbi, Najla Turki – International Journal of Education in Mathematics, Science and Technology, 2023
The study aimed to identify the reality of the employment of educational electronic games from the point of view of elementary school teachers in the Kingdom of Saudi Arabia. The researchers used the descriptive approach; a questionnaire was used to collect the data needed for the research after verifying its validity and reliability. The study…
Descriptors: Technology Integration, Educational Games, Video Games, Elementary School Teachers
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