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Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
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Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
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Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
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Yuchun Zhong; Kai Guo; Luke Kutszik Fryer; Samuel Kai Wah Chu; Hao Deng – Education and Information Technologies, 2025
Esports (electronic sports) or competitive video gaming has taken its place as a leading form of entertainment for young people worldwide. However, esports were generally studied as a popular form of entertainment, and rarely have studies examined esports from an educational perspective. This study aimed to investigate the perceived impact of…
Descriptors: Video Games, College Students, 21st Century Skills, Communication Skills
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Jalal Khouna; Mohamed Achour; Noureddine Echantoufi; Amine Hamzi; Ahmed Tahiri – Journal of Education and Learning (EduLearn), 2025
Recent studies have shown that teachers 'perception and attitudes about digital tools play a crucial role in how they integrate and use technology in the classroom. The purpose of the present study is to investigate physics teachers' perception and willingness towards educational video games (EVGs). Based on the literature review, a questionnaire…
Descriptors: Foreign Countries, Teacher Attitudes, Video Games, Technology Uses in Education
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Shaimaa Almutairi; Aisha Alazemi – Educational Process: International Journal, 2025
Background/purpose: This research aims to identify the relationship between digital intelligence and video game addiction among Middle school students, to identify gender differences in digital intelligence, and to reveal the digital intelligence skills that contribute most to predicting video game addiction. Materials/methods: The sample…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Grade 10
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Merve Nur Durmus; Mustafa Metin; Neslihan Durmus – International Journal of Education in Mathematics, Science and Technology, 2025
This research was carried out to determine the opinions of science teacher candidates about digital game addiction. For this reason, the phenomenology method which one of the qualitative research methods, was used. The sample of this study consists of 5 science teacher candidates studying at different universities in the 2022-2023 academic year.…
Descriptors: Preservice Teachers, Science Teachers, Student Attitudes, Video Games
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Xavier Garcia; Elena Domene; Xabier Goenaga; Antonio Rodriguez-Benitez; Mar Satorras; Vicenç Acuña; Ariadna Martínez-Ruiz; Imma Boada; Lluís Corominas – British Journal of Educational Technology, 2025
Serious games combine education and entertainment to create engaging and effective learning experiences, potentially contributing to science literacy and environmental awareness. This research aims to investigate the effectiveness of a particular serious game, H2OeduK, in educating children aged 10 to 11 years on the urban water cycle.…
Descriptors: Instructional Effectiveness, Educational Games, Water, Urban Areas
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Nomatter Kufarimani; Lockias Chitanana – Discover Education, 2025
This study explores primary school educators' perceptions of using indigenous-themed digital games in Zimbabwean primary schools, focusing on their views regarding cultural inclusion, pedagogical relevance, and digital adoption. The study employed a concurrent mixed-methods approach involving 120 survey respondents, 40 interviewees, 20 focus group…
Descriptors: Foreign Countries, Elementary School Teachers, Teacher Attitudes, Indigenous Knowledge
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Sivrikaya, Tugba; Çetin, Müzeyyen Eldeniz – Journal of Learning and Teaching in Digital Age, 2023
This study aims to examine the digital game addiction levels of adolescent mainstreaming students in terms of various variables. 157 adolescent mainstreaming students between the ages of 12-18 who attend secondary school, Anatolian High School, Vocational and Technical Anatolian High School, and Vocational Education Center in Düzce province…
Descriptors: Computer Games, Video Games, Addictive Behavior, High School Students
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Scruggs, Richard; Baker, Ryan S.; Pavlik, Philip I., Jr.; McLaren, Bruce M.; Liu, Ziyang – Educational Technology Research and Development, 2023
Despite considerable advances in knowledge tracing algorithms, educational technologies that use this technology typically continue to use older algorithms, such as Bayesian Knowledge Tracing. One key reason for this is that contemporary knowledge tracing algorithms primarily infer next-problem correctness in the learning system, but do not…
Descriptors: Algorithms, Prediction, Knowledge Level, Video Games
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Kelly, Sarah Kate; Sharpe, Rachael May; Fotou, Nikolaos – Education 3-13, 2023
Children's opportunities for outdoor play have declined (Nash, D. 2018. "The Construction of the Decline of Children's Outdoor Play as a Social Problem in the UK." Canterbury: Canterbury Christ Church University) whilst opportunities for online play are increasing (Berrett, B., J. Murphy, and J. Sullivan. 2012. "Administrator…
Descriptors: Early Childhood Teachers, Elementary School Teachers, Teacher Attitudes, Play
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Urban, Alex – Technology, Knowledge and Learning, 2023
Object-based learning includes the active incorporation of historic artifacts into educational environments, which may yield meaningful learning experiences. However, gaining access to artifacts and coordinating object-based curricula with museum staff pose immense challenges to educators. Furthermore, digital representations of historic artifacts…
Descriptors: History Instruction, Educational Games, Museums, Video Games
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Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
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