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Terzidou, Theodouli; Tsiatsos, Thrasyvoulos; Miliou, Christina; Sourvinou, Athanasia – IEEE Transactions on Learning Technologies, 2016
This study proposes and applies a novel concept for an AI enhanced serious game collaborative environment as a supplementary learning tool in tertiary education. It is based on previous research that investigated pedagogical agents for a serious game in the OpenSim environment. The proposed AI features to support the serious game are the…
Descriptors: Educational Games, Computer Games, Artificial Intelligence, Student Attitudes
Coyle, Emily F.; Liben, Lynn S. – Child Development, 2016
Gender schema theory (GST) posits that children approach opportunities perceived as gender appropriate, avoiding those deemed gender inappropriate, in turn affecting gender-differentiated career trajectories. To test the hypothesis that children's gender salience filters (GSF--tendency to attend to gender) moderate these processes, 62 preschool…
Descriptors: Females, Play, Gender Differences, Individual Differences
Li, Pengli; Zhang, Chunhua; Yi, Li – Journal of Autism and Developmental Disorders, 2016
The current study examined how children with Autism Spectrum Disorders (ASD) could selectively trust others based on three facial cues: the face race, attractiveness, and trustworthiness. In a computer-based hide-and-seek game, two face images, which differed significantly in one of the three facial cues, were presented as two cues for selective…
Descriptors: Human Body, Trust (Psychology), Autism, Children
Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek – International Journal of Computer-Supported Collaborative Learning, 2016
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…
Descriptors: Role Playing, Computer Games, Educational Games, Comparative Analysis
Yeh, Duen-Yian; Cheng, Ching-Hsue – Research in Education, 2016
This study examined the relationships among children's computer game use, academic achievement and parental governing approach to propose probable answers for the doubts of Taiwanese parents. 355 children (ages 11-14) were randomly sampled from 20 elementary schools in a typically urbanised county in Taiwan. Questionnaire survey (five questions)…
Descriptors: Foreign Countries, Elementary School Students, Computer Games, Academic Achievement
Yang, J. C.; Lin, M. Y. D.; Chen, S. Y. – Journal of Computer Assisted Learning, 2018
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…
Descriptors: Anxiety, Computer Games, Computer Assisted Instruction, Quasiexperimental Design
Liao, Calvin C. Y.; Chang, Wan-Chen; Chan, Tak-Wai – Journal of Computer Assisted Learning, 2018
We have observed that many computer-supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game-based learning into the writing environment may be a practical approach that can facilitate…
Descriptors: Computer Assisted Instruction, Writing Instruction, Teaching Methods, Computer Games
Purdon, Anne – Education 3-13, 2018
This study aims to consider children's perspectives about free time activity choices. Through the use of drawings, favourite free time activities of third culture kids in Albania are compared with those of children in the UK. The sample comprises four boys and three girls from four to eight years from each country. Further conversations reveal…
Descriptors: Comparative Analysis, Foreign Countries, Parents, Child Caregivers
Yong, Su-Ting; Gates, Peter; Chan, Andy Tak-Yee – International Journal of Information and Communication Technology Education, 2018
This article explores how motivation in computer games could be integrated into mathematics education. The scope of the study was confined to four motivation dimensions, namely challenge, control, complexity and collaboration. A phenomenology study was conducted with the purpose to obtain a common understanding of nine teachers and 11 students…
Descriptors: Computer Games, Mathematics Education, Motivation, Teacher Attitudes
Bäck, Emma A.; Bäck, Hanna; Altermark, Niklas; Knapton, Holly – International Journal of Developmental Science, 2018
It is a human fundamental to desire to be valued, loved and respected--to be significant. Social exclusion induce significance loss which elicits a 'quest for significance'--the search for opportunities to re-gain significance. The present article establishes this relation in a laboratory experiment (N = 71, mean age = 28, SD = 10.42, 65% women,…
Descriptors: Social Isolation, Laboratory Experiments, Attitude Change, Rejection (Psychology)
Kanat, Sevtap – International Education Studies, 2019
Today, with the developing technology, the use of computers, mobile phones and the internet has become indispensable tools of people's lives. Technology has created new risks while facilitating the living conditions. Especially, there are various addiction concepts that negatively affect human life. Digital game addiction has been added to the…
Descriptors: Computer Games, Addictive Behavior, Correlation, Communication Skills
Akcaoglu, Mete; Green, Lucy Santos – Educational Technology Research and Development, 2019
In this mixed-methods study, we examined if students benefitted from a game design course offered during an enrichment hour in terms of gains in their system analysis and design skills. Students at a rural middle school in Southeast US (n = 19) attended a 1-hour game design course offered weekly during an academic enrichment class period, for the…
Descriptors: Systems Approach, Computer Games, Design, Rural Schools
Wang, Hongfei; Chiaráin, Neasa Ní – Research-publishing.net, 2019
The teaching of spoken Chinese in the context of post-primary education in Ireland faces several complexities. Learners of Mandarin Chinese as a Foreign Language (CFL), including both Irish and heritage learners, have demonstrated difficulty in learning spoken Chinese. This exploratory research is part of a larger project which aims to develop…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Secondary School Students
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
Southgate, Erica; Budd, Janene; Smith, Shamus – Australian Journal of Teacher Education, 2017
Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education

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