Publication Date
| In 2026 | 0 |
| Since 2025 | 99 |
| Since 2022 (last 5 years) | 600 |
| Since 2017 (last 10 years) | 1330 |
| Since 2007 (last 20 years) | 2502 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
| Teachers | 61 |
| Researchers | 14 |
| Parents | 9 |
| Policymakers | 9 |
| Practitioners | 9 |
| Administrators | 8 |
| Students | 8 |
| Media Staff | 6 |
| Counselors | 1 |
| Support Staff | 1 |
Location
| Turkey | 97 |
| Australia | 75 |
| Spain | 71 |
| Canada | 64 |
| California | 45 |
| United States | 44 |
| China | 41 |
| United Kingdom | 36 |
| Taiwan | 35 |
| 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 |
Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
Ouariachi, Tania; Olvera-Lobo, María Dolores; Gutiérrez-Pérez, José; Maibach, Edward – Environmental Education Research, 2019
Video games have the potential to educate and engage people--especially young people--in climate change and energy issues by facilitating the development of helpful thoughts, feelings, and actions. The objective of the present article is to propose a set of game attributes that could maximise the cognitive, emotional, and behavioural engagement of…
Descriptors: Video Games, Climate, Environmental Education, Ecology
Tingaz, Emre Ozan; Altun, Meryem; Vural, Seyda Nur – Journal on Educational Psychology, 2019
The objective of the present study was to examine computer game addiction and attention in Turkish secondary school students. Four hundred twenty six (n=426) secondary school students aged 11 to 14 (M=12.44 years, SD=1.08), age participated voluntarily. A total of four schools, two are in a village (45.5%, n=211) and two are in a center (50.4%,…
Descriptors: Computer Games, Addictive Behavior, Attention, Foreign Countries
Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
Ali Alene Carr-Chellman – Issues and Trends in Educational Technology, 2019
This paper represents an update on my thoughts about gaming for learning 8 years after my TED talk (see https://www.ted.com/talks/ali_carr_chellman_ gaming_to_re_engage_boys_in_learning) and after several longitudinal studies conducted (mostly with Dr. Jason Engerman). These ideas have evolved for me significantly, and this paper represents an…
Descriptors: Educational Games, Game Based Learning, Learner Engagement, Ethnography
Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
Thai, Khanh-Phuong; Bang, Hee Jin; Li, Linlin – Journal of Research on Educational Effectiveness, 2022
This study examines whether "My Math Academy," a digital game-based learning environment that provides personalized content and adaptive embedded assessments, can improve math knowledge of Transitional Kindergarten and Kindergarten students. A cluster randomized study was conducted with 20 classrooms, 10 of which were randomly assigned…
Descriptors: Mathematics Instruction, Knowledge Level, Kindergarten, Game Based Learning
Association Supporting Computer Users in Education, 2023
ASCUE, the Association Supporting Computer Users in Education, is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. ASCUE has a strong tradition of bringing its members together to pool their…
Descriptors: Conferences (Gatherings), Computer Uses in Education, Recruitment, Learning Management Systems
Brodhead, Matthew T.; Courtney, William Timothy; Thaxton, Jackie R. – Journal of Applied Behavior Analysis, 2018
We evaluated the effects of an activity schedule embedded within an iPad on varied play across applications. After establishing a pattern of repetitive gameplay, we taught three children with autism to follow the activity schedule using physical guidance. All participants increased their varied play to four applications per session and…
Descriptors: Autism, Children, Handheld Devices, Telecommunications
Alamri, Manal – ProQuest LLC, 2018
This study is investigating the relationships between playing video games and aggressive behaviors, thoughts, and feelings. The participants are Male and female Saudi college students at Taibah University. The study conducted for two main purposes. Examining correlations between the amount of violence in video games played and aggressive…
Descriptors: Foreign Countries, College Students, Video Games, Aggression
Zhang, Meilan; Tillman, Daniel A.; An, Song A. – Education and Information Technologies, 2017
The latest two international educational assessments found global prevalence of sleep deprivation in students, consistent with what has been reported in sleep research. However, despite the fundamental role of adequate sleep in cognitive and social functioning, this important issue has been largely overlooked by educational researchers. Drawing…
Descriptors: Sleep, Health Behavior, Video Games, Student Behavior
de Castell, Suzanne; Larios, Hector; Jenson, Jennifer – International Association for Development of the Information Society, 2017
We report here a study of spatial learning and action videogame play based on Feng et al.'s (2007) finding that 10 hours spent playing an action videogame significantly improved selective attention and mental rotation. Students with above-average scores on measures of spatial abilities, such as mental rotation, prove more successful in Science,…
Descriptors: Video Games, Spatial Ability, Attention, Gender Differences
Markey, Patrick M.; Ferguson, Christopher J.; Hopkins, Lauren I. – American Journal of Play, 2020
Whether kids should be encouraged to play video games remains a topic of debate among many parents, who often entertain some of the myths associated with video game play. The authors review the latest scientific evidence to dispel worries that video game play contributes to obesity, desensitizes players to real-world violence, and causes…
Descriptors: Video Games, Educational Benefits, Interpersonal Competence, Visual Perception
Gómez-Gonzalvo, Fernando; Devís-Devís, José; Molina-Alventosa, Pere – Comunicar: Media Education Research Journal, 2020
Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the…
Descriptors: Video Games, Adolescents, Academic Achievement, Time

Peer reviewed
Direct link
