Publication Date
| In 2026 | 0 |
| Since 2025 | 113 |
| Since 2022 (last 5 years) | 615 |
| Since 2017 (last 10 years) | 1345 |
| Since 2007 (last 20 years) | 2517 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 62 |
| Researchers | 15 |
| Administrators | 9 |
| Parents | 9 |
| Policymakers | 9 |
| Practitioners | 9 |
| Students | 8 |
| Media Staff | 6 |
| Counselors | 1 |
| Support Staff | 1 |
Location
| Turkey | 98 |
| Australia | 75 |
| Spain | 71 |
| Canada | 64 |
| California | 45 |
| United States | 45 |
| China | 41 |
| United Kingdom | 37 |
| Taiwan | 36 |
| Japan | 26 |
| Malaysia | 23 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 2 |
| Meets WWC Standards with or without Reservations | 2 |
| Does not meet standards | 2 |
Arslan, Okan; Inan, Fethi A.; Moon, Hyunchang; Ozdemir, Yusuf Murat; Uzunosmanoglu, Selin Deniz – Turkish Online Journal of Educational Technology - TOJET, 2022
The purpose of this study is to explore a variety of technologies used in Autism Spectrum Disorder (ASD) education by examining published studies. A systematic literature review was conducted by using the Web of Science database to collect related studies. In total, 100 studies were reviewed comprehensively to investigate the trend regarding type…
Descriptors: Autism, Pervasive Developmental Disorders, Students with Disabilities, Technology Uses in Education
Travers, Ann; Marchbank, Jennifer; Boulay, Nadine; Jordan, Sharalyn; Reed, Kathleen – Journal of LGBT Youth, 2022
In 2015 the Gender Vectors research team received a major research grant to conduct research with and about transgender youth in the Greater Vancouver Area. A unique aspect of this research project involved combining social action research with the development of a prototype of a video game as a knowledge translation tool to depict the life…
Descriptors: LGBTQ People, Sexual Identity, Foreign Countries, Experience
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Croxton, DeVaughn; Kortemeyer, Gerd – Physics Education, 2018
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…
Descriptors: Physics, Science Instruction, Video Games, Case Studies
Stufft, Carolyn J. – Literacy Research: Theory, Method, and Practice, 2018
Teachers can harness the power of video games to foster interest and engage students in literacy activities. Within this study, seven 6th graders participated in a video game book group during language arts instructional time. The study focused on tweens' figured worlds of literacy and video games and the intersections and divergences of these…
Descriptors: Literacy, Learning Activities, Grade 6, Language Arts
Tapan-Broutin, Menekse Seden; Ilkorucu, Sirin – Journal of Education and Training Studies, 2018
The aim of this research is to determine the different types of resources, regarding the thinking styles, used by mathematics teachers to create an a-didactical situation using a video-game from an essential resource. In this research embedded mixed method was used. Participants were ten teacher-student-researchers, studying at the master degree…
Descriptors: Masters Programs, Graduate Students, Thinking Skills, Mathematics Instruction
Ramirez, Lizbeth; Walden, Emily; Hart, Shelley R. – Communique, 2018
Internet gaming has become an increasingly popular activity among youth. Internet gaming disorder (IGD) is currently included in the "DSM-5" as a condition for further study. This article discusses the rationale and implications for the proposed disorder's inclusion to the "DSM-5." While IGD is a proposed disorder, it shares…
Descriptors: Internet, Mental Disorders, Addictive Behavior, Clinical Diagnosis
Tanner, Sam; Miller, Erin – Critical Questions in Education, 2018
This conceptual framework investigates the symbol of the castle in the American imagination as one site of memory that contributes to white supremacy through childhood play. The authors conceive of long-form improvisation in relation to childhood play to imagine new pedagogical installments that might teach children to resist the hegemonic symbol…
Descriptors: Play, Whites, Racial Bias, Young Children
Egea-Vivancos, Alejandro; Arias-Ferrer, Laura – E-Learning and Digital Media, 2021
The extension of technology in current society has encouraged teachers to introduce products based on VR and IVR in their classrooms, especially video games. In this paper the specific role of video games in cultural heritage and history teaching is analyzed. Moreover, the results of recent research on the application of video games in Secondary…
Descriptors: History Instruction, Instructional Design, Educational Games, Video Games
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
Willis, Colin; Powell-Rudy, Tracy; Colley, Kelsie; Prasad, Joshua – Journal of Intelligence, 2021
Although people with autism are protected under the Americans with Disabilities Act of 1990, there is little theoretical or practical effort to determine whether traditional pre-employment assessments unfairly impact autistic job seekers. Due to the lack of emphasis on social communication, game-based assessments (GBAs) may offer a way of…
Descriptors: Autism, Pervasive Developmental Disorders, Job Applicants, Personnel Selection
Carey, Alexis; Povey, Rachel; Taylor, Jennifer – Preventing School Failure, 2023
Early school leaving (ESL) is considered a significant societal issue globally due to the negative effect on young people's health, affect, and quality of life. Continued absenteeism is a risk factor for ESL. This study aimed to explore Irish children's health and wellbeing experiences during school closures due to the COVID-19 pandemic. These…
Descriptors: Foreign Countries, Elementary School Students, COVID-19, Pandemics
Haifa Alroqi; Ludovica Serratrice; Thea Cameron-Faulkner – Journal of Child Language, 2023
This study investigates the influence of the quantity, content, and context of screen media use on the language development of 85 Saudi children aged 1 to 3 years. Surveys and weekly event-based diaries were employed to track children's screen use patterns. Language development was assessed using JISH Arabic Communicative Development Inventory…
Descriptors: Foreign Countries, Toddlers, Mass Media Use, Television Viewing
Merchant, Rahim Kamruddin; Rafiq, Inara; Rafiq, Nasreen; Rafiq, Neelam; Khowaja, Anaiz Ahmed – Journal on Educational Psychology, 2019
With the change in socio-cultural environment, today's youth is encountering more challenges than ever before. This encounter is influencing heavily on their daily life activities and behaviors. Youth today has become more violent and vigilant than they were before. Some leading factors of this behavior can be marked as more prone towards the…
Descriptors: Violence, Youth, Behavior Problems, Child Rearing
Fu, You; Burns, Ryan D.; Gomes, Emma; Hsu, Ya-Wen; Gao, Zan – JTRM in Kinesiology, 2019
Differences between interactive active video games (AVGs) and non-interactive AVGs on sedentary behavior, light physical activity, and moderate-to-vigorous physical activity has never been compared. Therefore, the purpose of this study to compare differences between two AVGs modalities on sedentary behavior, light physical activity, and…
Descriptors: Elementary School Students, Young Children, Student Behavior, Physical Activity Level

Peer reviewed
Direct link
