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Fokides, Emmanuel; Foka, Anna – Open Journal for Educational Research, 2017
The study presents the results of a pilot project in which computer games were used for teaching English as a foreign language to primary school students. The target group was sixty fifth-grade primary school students, divided into three groups. The first group was taught conventionally using the textbook. In the second, a contemporary teaching…
Descriptors: Computer Games, English (Second Language), Elementary School Students, Teaching Methods
Levin, Ilya, Ed.; Tsybulsky, Dina, Ed. – IGI Global, 2017
The role of technology in educational settings has become increasingly prominent in recent years. When utilized effectively, these tools provide a higher quality of learning for students. "Optimizing STEM Education With Advanced ICTs and Simulations" is an innovative reference source for the latest scholarly research on the integration…
Descriptors: Information Technology, STEM Education, Cooperative Learning, Inquiry
American Journal of Play, 2015
Bernie DeKoven is both a play theorist and a play practitioner. He is the author of "The Well-Played Game" (reissued in 2013 by MIT Press) as well as "Junkyard Sports," "Power Meetings," and "Connected Executives" and of the compact disc "Recess for the Soul," an assemblage of monologues about…
Descriptors: Play, Educational Games, Creative Activities, Curriculum Development
Johnson, W. Lewis; Lester, James C. – International Journal of Artificial Intelligence in Education, 2016
Johnson et al. ("International Journal of Artificial Intelligence in Education," 11, 47-78, 2000) introduced and surveyed a new paradigm for interactive learning environments: animated pedagogical agents. The article argued for combining animated interface agent technologies with intelligent learning environments, yielding intelligent…
Descriptors: Teaching Methods, Intelligent Tutoring Systems, Outcomes of Education, Computer Assisted Instruction
Al-Jarf, Reima – Online Submission, 2022
Vocabulary teaching and learning constitute a major problem for EFL instructors and students. EFL freshman students have difficulty in pronouncing, recognizing the meaning of, using and spelling new English words. Due to the COVID-19 Pandemic, all college courses have shifted to online distance learning since March 2020. Surveys with samples of…
Descriptors: Undergraduate Students, Self Efficacy, Student Surveys, Student Attitudes
Azman, Hazita; Dollsaid, Nurul Farhana – Arab World English Journal, 2018
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials. It highlights evidence from a case study which investigated the effects of role-playing in MMOGs on communication behaviours among EFL game players. Additionally, findings from…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Game Based Learning
Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel – World Journal on Educational Technology: Current Issues, 2018
The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…
Descriptors: Computer Games, Addictive Behavior, Secondary School Students, Student Surveys
Sierksma, Jellie; Lansu, Tessa A. M.; Karremans, Johan C.; Bijlstra, Gijsbert – Developmental Psychology, 2018
Two studies examined when and why children (10-13 years) help ethnic in-group and out-group peers. In Study 1 (n = 163) children could help an out-group or in-group peer with a word-guessing game by entering codes into a computer. While children evaluated the out-group more negatively than the in-group, they helped out-group peers "more"…
Descriptors: Preadolescents, Early Adolescents, Ethnicity, Helping Relationship
Aunio, Pirjo; Mononen, Riikka – European Journal of Special Needs Education, 2018
The aim of this study was to determine the effects of an educational computer game, Lola's World, on low-performing children's early numeracy skills. Four preschools with 33 children from families of low socio-economic status (M[subscript age] = 5.5 years) took part in this study. Of the 33 children, 23 were split randomly into two groups: an…
Descriptors: Educational Games, Computer Games, Instructional Effectiveness, Preschool Children
Oltman, Julia Leonhardt – ProQuest LLC, 2018
Game-based learning has entered the mainstream, yet little research has examined its influence within an early elementary setting, in the subject of history, or within the context of entire curricular unit. This dissertation examines two years' worth of data during which an augmented reality, geolocated mobile game was embedded within a…
Descriptors: Curriculum Implementation, Educational Games, Elementary School Students, Elementary School Teachers
Shahrokni, Seyed Abdollah – ProQuest LLC, 2018
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called "Stronghold Kingdoms" (SK). To explore the affordances of this community for SLS, the social dynamics in a faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end…
Descriptors: Ethnography, Second Language Instruction, Second Language Learning, English (Second Language)
Hao, Tao; Wang, Zhe; Ardasheva, Yuliya – Journal of Research on Educational Effectiveness, 2021
This meta-analysis reviewed research between 2012 and 2018 focused on technology-assisted second language (L2) vocabulary learning for English as a foreign language (EFL) learner. A total of 45 studies of 2,374 preschool-to-college EFL students contributed effect sizes to this meta-analysis. Compared with traditional instructional methods, the…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Martin, Florence; Gezer, Tuba; Anderson, Jimmeka; Polly, Drew; Wang, WeiChao – Educational Media International, 2021
Children are exposed to digital devices at an early age. This study examines parents' perception of student digital safety on technology use, time spent, parent concerns and knowledge on various digital safety topics. Through a survey-based study, we analyzed data collected from 113 parents. Parents mentioned that their kids use Internet via…
Descriptors: Parent Attitudes, Child Safety, Internet, Handheld Devices
Shroff, Ronnie Homi; Ting, Fridolin Sze Thou; Lam, Wai Hung – Australasian Journal of Educational Technology, 2019
This article reports on the design, development, and validation of a new instrument, the Technology-Enabled Active Learning Inventory (TEAL), to measure students' perceptions of active learning in a technology-enabled learning context. By laying the theoretical foundation, a conceptual framework for technology-enabled active learning was…
Descriptors: Student Attitudes, Active Learning, Validity, Measures (Individuals)
Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games