Publication Date
In 2025 | 1 |
Since 2024 | 4 |
Descriptor
Interaction | 4 |
Video Games | 4 |
Program Effectiveness | 2 |
Student Attitudes | 2 |
Technology Uses in Education | 2 |
Adolescents | 1 |
Age Differences | 1 |
Arabic | 1 |
Attitudes | 1 |
Charter Schools | 1 |
Computer Games | 1 |
More ▼ |
Source
British Journal of… | 1 |
IEEE Transactions on Learning… | 1 |
Interactive Learning… | 1 |
International Journal of… | 1 |
Author
Ana Cristina Blasco-Serrano | 1 |
Antonio Aguelo | 1 |
Eileen McGivney | 1 |
Eva Cerezo | 1 |
Hacer Efe | 1 |
Maria Angeles Garrido | 1 |
Mohammed Ali Alkahtani | 1 |
Teresa Coma-Rosello | 1 |
Ünsal Umdu Topsakal | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Information Analyses | 1 |
Education Level
High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Massachusetts (Boston) | 1 |
Saudi Arabia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Eva Cerezo; Teresa Coma-Rosello; Antonio Aguelo; Ana Cristina Blasco-Serrano; Maria Angeles Garrido – IEEE Transactions on Learning Technologies, 2024
Intergenerational games to be played by grandparents and their grandchildren can be mutually beneficial for both age groups: breaking with age stereotypes, linking the learning and leisure needs of both generations and encouraging communication, solidarity, and social connectedness between generations. Due to the COVID-19 pandemic, it was…
Descriptors: Intergenerational Programs, Interaction, Information Technology, Story Telling
Mohammed Ali Alkahtani – International Journal of Developmental Disabilities, 2024
Background: Using games as a medium to master certain learning outcomes enables students to explore and understand the world around, which is important for students with intellectual disabilities. The purpose of this study was to gain insight into the potential effects of online games on social interaction of adolescents with intellectual…
Descriptors: Parent Attitudes, Adolescents, Interpersonal Relationship, Interaction
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
Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education