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Hinds, Matthew; Baghaei, Nilufar; Ragon, Pedrito; Lambert, Jonathon; Rajakaruna, Tharindu; Houghton, Travers; Dacey, Simon – International Association for Development of the Information Society, 2017
Programming promotes critical thinking, problem solving and analytic skills through creating solutions that can solve everyday problems. However, learning programming can be a daunting experience for a lot of students. "RunJumpCode" is an educational 2D platformer video game, designed and developed in Unity, to teach players the…
Descriptors: Educational Games, Video Games, Computer Science Education, Programming
Kao, Dominic; Harrell, D. Fox – AERA Online Paper Repository, 2017
The results of over twenty-five years of research seem clear: the addition of seductive visual details in video games hinders performance of learners (Garner, Gillingham, & White, 1989; Thalheimer, 2004; Rey, 2012). Yet, countless other research results propose the opposite: that visual embellishments and well-designed ambiguity instead…
Descriptors: Video Games, Educational Games, Computer Games, Visual Stimuli
Przymus, Steve Daniel; Lengeling, M. Martha; Mora-Pablo, Irasema; Serna-Gutiérrez, Omar – Journal of Language, Identity, and Education, 2022
Informed by the stories of transnational youth's participation in massive multiplayer online role-playing games (MMORPGs) in Mexico, this study explores the language/identity development and successful (re)integration of these youth in Mexican schools and communities. Drawing on students' voices, we utilize a multimodal systemic functional…
Descriptors: Role Playing, Video Games, Linguistics, Creativity
Gresalfi, Melissa Sommerfeld; Barnes, Jacqueline – Educational Technology Research and Development, 2016
This paper draws from and contributes to two bodies of research: how particular elements of game design support learning; and how particular characteristics of feedback impact student engagement. This paper reports findings from two rounds of a design-based research project that focuses on better understanding how feedback is integrated into, and…
Descriptors: Feedback (Response), Video Games, Learner Engagement, Mathematics
Reynolds, Craig; Benham-Deal, Tami; Jenkins, Jayne M.; Wilson, Margaret – Physical Educator, 2018
The purpose of this study was to describe fifth grade students' physical activity (PA) while playing a dance-based video game, Just Dance 4, and to examine the influence direct feedback about their performance had on their level of activity. Twenty-seven students in the 5th grade from an elementary school in the Rocky Mountain West participated.…
Descriptors: Elementary School Students, Grade 5, Physical Activity Level, Physical Activities
Brazendale, Keith; Beets, Michael W.; Turner-McGrievy, Gabrielle M.; Kaczynski, Andrew T.; Pate, Russell R.; Weaver, Robert G. – Journal of School Health, 2018
BACKGROUND: Evidence consistently shows children in the United States gain 3 to 5 times more weight during summer vacation (~2.5 months) compared to the 9-month school year. The purpose of this study is to examine within-child differences in 4 obesogenic behaviors (physical activity [PA], sedentary/screen-time, diet, and sleep) during school…
Descriptors: Child Health, Body Weight, Obesity, Health Behavior
Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
Li, Jiansheng; Luo, Chuanlan; Lin, Yuyu; Shadiev, Rustam – Asia-Pacific Education Researcher, 2018
Cyberbullying (CB) is an important issue that has received a fair amount of attention in the past decade. However, little attention has been paid to exploring young people's Internet usage and CB behaviors and the relationships between the two. The purpose of this study was to research these two types of behaviors and how they are related. For…
Descriptors: Bullying, Computer Mediated Communication, Children, Adolescents
Hazar, Zekihan; Hazar, Muhsin – Journal of Education and Training Studies, 2018
In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Along with the determination of digital game addiction, conducting applied experimental study is important regarding showing results of application with theoretical knowledge towards solving…
Descriptors: Middle School Students, Physical Activities, Physical Activity Level, Video Games
Rose, Shawn – ProQuest LLC, 2018
With the emergence of more narrative-focused video games, this study attempted to better understand how college students construct meaning through these interactive experiences as a means of understanding social and cultural differences and perspectives. This study explored how playing narrative-focused video games may interconnect with college…
Descriptors: Video Games, Situated Learning, Media Literacy, Play
Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
Ukobizaba, Fidele; Nizeyimana, Gabriel; Mukuka, Angel – EURASIA Journal of Mathematics, Science and Technology Education, 2021
Students' ability to apply mathematical knowledge to various situations has been one of the major concerns in mathematics education research. However, little is known about the assessment strategies that have a substantial contribution to the development of mathematical problem-solving skills in kindergarten children through to upper secondary…
Descriptors: Mathematics Instruction, Problem Solving, Evaluation Methods, Research Reports
Valentine, Andrew; Lowenhoff, Stephanie; Marinelli, Melissa; Male, Sally; Hassan, Ghulam Mubashar – European Journal of Engineering Education, 2020
Engineering professionals are expected to conduct their work in an ethical manner. However, students may receive limited instruction on ethics and demonstrate resistance to learning about ethics in practice, contributing to graduates being ill-prepared to face ethical dilemmas in the workplace. This study investigated the nascent learning by…
Descriptors: Ethics, Engineering Education, Workshops, Video Technology
El Mawas, Nour; Tal, Irina; Moldovan, Arghir-Nicolae; Bogusevschi, Diana; Andrews, Josephine; Muntean, Gabriel-Miro; Muntean, Cristina Hava – Knowledge Management & E-Learning, 2020
Teachers face many difficulties in the motivation, engagement, and improvement of learning outcomes for students in Science, Technology, Engineering, and Mathematics (STEM). In this paper, we present a research study on the learning experience of a new interactive educational 3D video game called Final Frontier, designed for primary school…
Descriptors: Astronomy, Educational Games, Game Based Learning, Instructional Effectiveness
Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation