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Parmaksiz, Izzet – Education and Information Technologies, 2022
The purpose of the study was to examine whether personality traits had a mediator role on the relationship between university students' digital addiction behaviour and academic self-efficacy. The study sample consisted of 1348 students (876 females and 472 males) who were chosen through random sampling from university students who from different…
Descriptors: Foreign Countries, College Students, Personality Traits, Self Efficacy
Ali Soyoof; Barry Lee Reynolds; Kan Kan Chan; Wen-Ta Tseng; Kate McLay – Computer Assisted Language Learning, 2025
Research has shown that massively multiplayer online role-playing games (MMORPGs) have the potential to offer language learning opportunities. However, there is a dearth of research exploring student attitudes about the potential of these games for language learning. We used the language learning principles framework proposed by Brown and Lee…
Descriptors: Foreign Countries, Computer Games, English (Second Language), Second Language Learning
Ai-Jou Pan; Yea-Tzu Yuan; Pao-Nan Chou – SAGE Open, 2025
In the current technology-driven era, digital game-based learning (DGBL) has emerged as a practical approach for enhancing mathematics achievement among young students. It is believed that digital drill-and-practice educational games can replace traditional pen-and-paper drills in mathematics education and have a better influence on incorporating…
Descriptors: Mathematics Education, Mathematics Instruction, Educational Games, Game Based Learning
Omid Noroozi – International Journal of Technology in Education, 2025
The world currently grapples with ambiguity and uncertainty, facing ongoing challenges that span various aspects of life, from economic fluctuations and political instability to environmental crises and technological advancements. Confronting such ambiguity and uncertainty highlights the critical importance of equipping learners with…
Descriptors: Transformative Learning, Technology Uses in Education, Scaffolding (Teaching Technique), Computer Games
Xin Fang; Bin Huang; Jundong Liao; Wenxiu Tian; Li Lei – Youth & Society, 2025
Problematic online game use (POGU) causes various negative effects on adolescent development. Thus, it is necessary to explore the influential factors and mechanisms of adolescent POGU. The present study examined the relationship between school belonging and adolescent POGU and its mechanisms. A sample of 958 secondary vocational school students…
Descriptors: Foreign Countries, Computer Games, Video Games, Adolescents
Atasever, Askay Nur; Çelik, Levent; Eroglu, Yüksel – Participatory Educational Research, 2023
In this study, the mediating role of digital addiction in the relationship between academic motivation and life satisfaction was examined. The present study was quantitative in nature and correlational design was used. The data were collected through Google Forms. 191 university students selected by convenience sampling method participated in the…
Descriptors: College Students, Handheld Devices, Computer Games, Learning Motivation
Ji Sun Hong; Sujin Bae; Vladan Starcervic; Doug Hyun Han – Journal of Attention Disorders, 2023
Objective: Individuals with internet gaming disorder (IGD) or gaming disorder (GD) had a higher prevalence of ADHD than individuals without IGD or GD. The overpathologizing of excessive gaming behaviors may be associated with the functional impairment due to ADHD in individuals with GD. Methods: The present study was designed to compare the gaming…
Descriptors: Correlation, Attention Deficit Hyperactivity Disorder, Psychopathology, Mental Disorders
Ahson, Kemal; Kumpulainen, Kristiina; Gray, Shirley; Camacho Miñano, Maria José; Rich, Emma – Learning, Media and Technology, 2023
The potential for technologies to transform health and physical education (HPE) has received increasing international attention in both policy and academic contexts. However, what is absent from much of this work is a lack of appreciation of the spatial dimension that recognises the relationship between "how" young people use digitised…
Descriptors: Health Education, Physical Education, Technology Integration, Influence of Technology
Mustafa Koc; Mehmet Sinan Bugday – International Society for Technology, Education, and Science, 2023
With the development of technology, people's gaming tools and practices have also changed. While games are an activity that people need to have fun, they are also important for their cognitive and affective development. Today, digital games have largely replaced traditional games and become popular among children and young people. This situation…
Descriptors: Video Games, Addictive Behavior, Public Health, Health Behavior
Dana Kube; Sebastian Gombert; Nathalie John; Joshua Weidlich; Karel Kreijns; Hendrik Drachsler – Journal of Computer Assisted Learning, 2024
Background: Gender and gender diversity are group features affecting social interaction and are critical for gender-inclusive and equitable education. As such, the role of gender and gender diversity is of particular relevance to computer-supported collaborative learning (CSCL). However, up until now, research on this topic in CSCL remains scarce.…
Descriptors: Sexual Identity, Sex Role, Gender Differences, Gender Issues
Faezeh Shabanali Fami; Ali Akbar Arjmandnia; Hadi Moradi; Sharmin Esmaeili Anvar – Education and Information Technologies, 2024
Prior studies have shown the efficacy of computer-based cognitive training programs in improving cognitive and academic functions in children diagnosed with a specific learning disorder (SLD). However, these studies often focused on center-based approaches without considering the involvement of parents or the inclusion of home-based tasks in…
Descriptors: Learning Disabilities, Cognitive Ability, Academic Ability, Intervention
Mustafa Metin; Neslihan Durmus – International Journal of Technology in Education and Science, 2024
The main purpose of the research is to determine teachers' views on the use of digital games in science education. In accordance with this purpose, the research was carried out with the phenomenology method which one of the qualitative research methods, was conducted with eight volunteer science teachers working in different public schools within…
Descriptors: Teacher Attitudes, Computer Games, Science Instruction, Teaching Methods
Reilly Norum; Ji-Eun Lee; Erin Ottmar; Lane Harrison – British Journal of Educational Technology, 2024
Well-designed online educational games can improve students' math knowledge, skills and engagement; however, more research is needed to understand how to formatively assess components of students' mathematical understanding and learning as students solve problems in online educational games. In this study, we examined how 7th-grade students' (N =…
Descriptors: Educational Games, Computer Games, Student Evaluation, Mathematics Skills
Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices