Publication Date
In 2025 | 50 |
Since 2024 | 204 |
Since 2021 (last 5 years) | 699 |
Since 2016 (last 10 years) | 1387 |
Since 2006 (last 20 years) | 2501 |
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 | 91 |
Australia | 72 |
Spain | 70 |
Canada | 64 |
California | 45 |
United States | 44 |
China | 37 |
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 |
Denham, André R. – Educational Technology Research and Development, 2018
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
Nelson, James Byron; Fabiano, Andrew M.; Lamoureux, Jeffrey A. – Learning & Memory, 2018
Two experiments assessed the effects of extinguishing a conditioned cue on subsequent context conditioning. Each experiment used a different video-game method where sensors predicted attacking spaceships and participants responded to the sensor in a way that prepared them for the upcoming attack. In Experiment 1 extinction of a cue which signaled…
Descriptors: Learning Processes, Arousal Patterns, Attention, Context Effect
Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
Martín Quintana, Juan Carlos; Alemán Falcón, Jesús; Calcines Piñero, María Ascensión; Izquierdo Clemente, Diana – Early Child Development and Care, 2018
Family leisure activities require both parental interaction and supervision. This research involved 488 parents of children between 3 and 8 years old from public schools of early childhood and primary education at Gran Canaria, one of the Eastern Canary Islands (Spain); the aim was to analyze the shared leisure in family and its connection with…
Descriptors: Leisure Time, Family Relationship, Young Children, Elementary School Students
Santamaría, Cristina Rebollo; Lora, Carlos Marín; Quintana, Inmaculada Remolar; Sellés, Miguel Chover – International Association for Development of the Information Society, 2018
The first obstacles to overcome when a student has to face the task of programming for the first time are the abstraction level, the comprehension of a language with unfamiliar concepts for him/her and the specific syntax for each programming language. This work presents the qualitative results obtained in a study focused on the gain of skills for…
Descriptors: Programming Languages, Skill Development, Undergraduate Students, Video Games
Luke Erickson – ProQuest LLC, 2018
The purpose of this study was to explore the educational outcomes of four different methods of instruction: a traditional slideshow control group, and an educational video game played either individually, competitively in small groups, or cooperatively in small groups. The instructional tool of interest was an educational video game designed to…
Descriptors: Teaching Methods, Visual Aids, Video Games, Competition
Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. – Journal of Educational Computing Research, 2021
Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Sigurjónsdóttir, Sigríður; Nowenstein, Iris – Second Language Research, 2021
This article reviews prominent research on non-English-speaking children's extramural acquisition of English through digital media, and examines the understudied scenario of possible effects of such second language (L2) English input on domestically dominant but globally small first languages (L1s), with Icelandic as the test case. We outline the…
Descriptors: Indo European Languages, Foreign Countries, Children, Vocabulary
Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Terry, Marion; Malik, Amjad; Anju, Sajeera – Online Submission, 2021
Due to concerns expressed by high school counsellors, Dr. Malik and Dr. Terry 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 relations,…
Descriptors: Foreign Countries, Academic Achievement, Grades (Scholastic), Video Games
Javora, Ondrej; Hannemann, Tereza; Stárková, Tereza; Volná, Kristina; Brom, Cyril – British Journal of Educational Technology, 2019
Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game's visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another…
Descriptors: Computer Games, Video Games, Design, Audiences
Maivorsdotter, Ninitha; Quennerstedt, Mikael – European Physical Education Review, 2019
Digitisation is an ongoing process in society as well as in physical education (PE) and research has identified digital technologies as a trend that influences the PE curriculum. A number of studies have explored the topic from different angles, although very few have empirically looked at the critical aspects of digitised PE in educational…
Descriptors: Gender Differences, Epistemology, Physical Education, Information Technology
Wilcox, Steve – American Journal of Play, 2019
Game design offers a unique but often misunderstood pedagogical opportunity. The author draws on learning theory, feminist epistemology, and game studies to analyze a novel genre of games capable of realizing this opportunity by mobilizing knowledge through play--praxis games--founded on the concept of situated praxis. Situated praxis encourages…
Descriptors: Educational Games, Instructional Design, Praxis, Play
Flynn, Rachel M.; Colón-Acosta, Nirmaliz; Zhou, Jimmy; Bower, Jeffrey – Journal of Autism and Developmental Disorders, 2019
The current feasibility study examined the adherence, reliability, and assessment potential of an evidence-based game-like mobile Monitoring Tool (Akili Interactive Labs), to monitor 100 participants' cognition for eight sessions at a summer camp for children with special needs. A validated measure of attention was administered at baseline. In the…
Descriptors: Telecommunications, Handheld Devices, Summer Programs, Camps