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Drmola, Jakub; Kraus, Josef – Journal of Political Science Education, 2023
The primary goal of this investigation is to systematically explore the relationship among the students' performance, grades, gender, previous experience, and impressions while using "Diplomacy," a strategy game, as an educational tool. The rationale for this research is the existing and commonly expressed concern that such games…
Descriptors: Game Based Learning, Strategic Planning, Thinking Skills, Sex Role
Ustaoglu, Alihan; Çelik, Handan – Journal of Educators Online, 2023
Video games, as the most frequent tools of computer technologies, have been integrated into classroom teaching through experimental studies. However, there is still much to investigate if and to what extent video game involvement (VGI) in informal settings can influence students' language learning motivation (LLM) in formal settings. Adopting a…
Descriptors: High School Students, Video Games, Learning Motivation, Student Motivation
Jingyang Ai; Beth Cross; Carole Bignell – Research in Learning Technology, 2023
This study investigates how video game play influences gamers' formal education through perceptions of their 'gamer' and 'learner' identities. Based on identity foundation in symbolic interactionism, we take gamer and learner identities as meaning structures with both dynamic and stable dimensions. The basis of this gamer identity perspective is…
Descriptors: Self Concept, Video Games, Learner Engagement, Personal Narratives
Panagiotis Panagiotidis; Pinelopi Krystalli; Panagiotis Arvanitis – European Journal of Education (EJED), 2023
It is a common belief that engagement and motivation are crucial factors in learning and especially in language learning. In particular, increasing motivation can lead to the mobilization of students' personal, cognitive, emotional and behavioral resources and, consequently to better learning results. As digital technology has become more…
Descriptors: Educational Technology, Electronic Learning, Second Language Learning, Student Motivation
LaMear, Rachel; von Gillern, Sam – Changing English: Studies in Culture and Education, 2023
This study investigates how young elementary children engage with conceptions of gender in connection to video gameplay in the language arts classroom. During a three-week unit on video game literacies in a multiage lab school, children learned about, played, discussed, and wrote about video games. Student writing, game reviews, and literature…
Descriptors: Critical Literacy, Gender Differences, English Instruction, Language Arts
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
Waddington, David I. – Philosophical Inquiry in Education, 2020
This essay explores the possibility that a particular type of video game--real-time strategy games--could have worrisome educational impacts. In order to make this case, I will develop a theoretical framework originally advanced by French social critic Paul Virilio. In two key texts, Speed and Politics (1977) and "The Aesthetics of…
Descriptors: Video Games, Influence of Technology, Learning Processes, Educational Benefits
Owen, V. Elizabeth; Baker, Ryan S. – Technology, Knowledge and Learning, 2020
As a digital learning medium, serious games can be powerful, immersive educational vehicles and provide large data streams for understanding player behavior. Educational data mining and learning analytics can effectively leverage big data in this context to heighten insight into student trajectories and behavior profiles. In application of these…
Descriptors: Educational Games, Video Games, Decision Making, Prediction
Nicole Chelonis – ProQuest LLC, 2020
Esports is a billion-dollar industry and is making its way into higher education. Due to its newness to higher education, esports has not been thoroughly studied. This study surveyed American collegiate esports players to determine both their preferred coaching style, and what motivates them to compete. The survey instruments used were the Sport…
Descriptors: College Athletics, Video Games, Student Athletes, Competition
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Maria Priego-Ojeda; Gemma Filella-Guiu; Núria Pérez-Escoda – Journal of Computer Assisted Learning, 2025
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the…
Descriptors: Educational Games, Parent Education, Parent Attitudes, Emotional Experience
Bessie G. Stonea; Kathy A. Millsb; Beth Saggersc; Chris Blundelld; Lesley Friende – Journal of Research in Special Educational Needs, 2025
The popularity of online multiplayer gaming among primary-school students, including autistic students, has rapidly increased over the past decade. Social characteristics and interactions of autistic students have been a focus of research, but less attention has been given to the relationship between online multiplayer gaming and social…
Descriptors: Foreign Countries, Elementary School Students, Autism Spectrum Disorders, Students with Disabilities
Alkan, Sel çuk; Korkmaz, Ebru – World Journal of Education, 2021
In this study, the design and educational aspects of digital games on Steam (Digital Game Sales Platform) were examined. Case study, one of the qualitative research methods, was used in the research. Universal design model and principles, educational and game mechanics were used in the analysis of the games. The games were analyzed using the…
Descriptors: Video Games, Mathematics Education, Game Based Learning, Learning Processes
Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
Scott L. Kraemer – ProQuest LLC, 2024
This dissertation detailed the ways by which stakeholder interactions affected interdisciplinary curriculum development in the novel field of esports at Mideast State University. Due to the prevalence of esports in higher education, the sudden popularity of the esports field, and the role of esports in an already overloaded curriculum space, this…
Descriptors: Video Games, Interdisciplinary Approach, Majors (Students), College Athletics

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