Publication Date
In 2025 | 0 |
Since 2024 | 5 |
Since 2021 (last 5 years) | 21 |
Since 2016 (last 10 years) | 47 |
Since 2006 (last 20 years) | 69 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Administrators | 1 |
Practitioners | 1 |
Students | 1 |
Location
Spain | 69 |
Italy | 4 |
United States | 4 |
Australia | 3 |
China | 3 |
Portugal | 3 |
United Kingdom | 3 |
Brazil | 2 |
Canada | 2 |
Colombia | 2 |
Finland | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Family Adaptability Cohesion… | 1 |
Motivated Strategies for… | 1 |
Sixteen Personality Factor… | 1 |
State Trait Anxiety Inventory… | 1 |
Test of Word Reading… | 1 |
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
Ashley Lear – Frontiers: The Interdisciplinary Journal of Study Abroad, 2024
This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional…
Descriptors: Gamification, Study Abroad, Foreign Countries, Video Games
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Quintas, Alejandro; Bustamante, Juan-Carlos – Physical Education and Sport Pedagogy, 2023
Background: Exergames are a new socio-technological phenomenon consisting of digital motor games that aim to stimulate players' motor skills. The physical-motor component of exergames has been well studied, but knowing more about their possible psychological effects in the school context is interesting to promote physical exercise practice.…
Descriptors: Gamification, Educational Games, Video Games, Psychomotor Skills
Romero-Hernandez, Alejandro; Gonzalez-Riojo, Manuel; El Yamri, Meriem; Manero, Borja – Educational Technology & Society, 2022
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees…
Descriptors: Video Games, Dance, Foreign Countries, Folk Culture
María Ladrón de Guevara Rodríguez; Luis Alejandro Lopez-Agudo; Oscar David Marcenaro-Gutierrez – Education and Information Technologies, 2024
The present research analyses the impact that the time spent on the Internet by primary school (3rd and 6th grade) students may have on their academic progression in terms of test scores. In order to go beyond a correlational analysis, we have applied a time fixed-effects estimation using a recent longitudinal database of 15,974 students from the…
Descriptors: Academic Achievement, Gender Differences, Time Management, Study Habits
Alonso Ruiz, Rosa Ana; Sáenz de Jubera Ocón, Magdalena; Valdemoros San Emeterio, María Ángeles; Ponce de León Elizondo, Ana – Journal of New Approaches in Educational Research, 2022
Leisure activities shared by grandparents and grandchildren provide important benefits. The health and humanitarian crisis caused by the coronavirus (COVID-19) pandemic has made it necessary to use digital tools to alleviate the lack of contact between adults and children. This paper had as its aim to identify the digital leisure shared by…
Descriptors: Internet, Intergenerational Programs, Well Being, COVID-19
Antequera-Barroso, Juan Antonio; Revuelta-Domínguez, Francisco-Ignacio; Guerra Antequera, Jorge – Education Sciences, 2022
Video game use is widespread among all age groups, from young children to older adults. The wide variety of video game genres, which are adapted to all tastes and needs, is one of the factors that makes them so attractive. In many cases, video games function as an outlet for stress associated with everyday life by providing an escape from reality.…
Descriptors: Comparative Analysis, Problem Solving, Mathematics Skills, Video Games
Gómez-Galán, José; Lázaro-Pérez, Cristina; Martínez-López, José Ángel – Journal of New Approaches in Educational Research, 2021
The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the…
Descriptors: Video Games, Addictive Behavior, College Students, COVID-19
Castro-Sánchez, Manuel; Rojas-Jiménez, Mercedes; Zurita-Ortega, Félix; Chacón-Cuberos, Ramón – Education Sciences, 2019
Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to…
Descriptors: Foreign Countries, College Students, Self Concept, Video Games
Ortega-Mohedano, Félix; Pinto-Hernández, Fernando – Comunicar: Media Education Research Journal, 2021
This study presents an explanatory Ordinary Linear Regression Model for predicting wellbeing in the use of smart screen devices among children and youngsters in Spain, using a database of microdata for a total of 23,860 national representative households and some 6,106 total cohabiting minors under 15 years of age. The World Health Organization…
Descriptors: Predictor Variables, Well Being, Handheld Devices, Foreign Countries
Muñoz González, Juan Manuel; de Castro Castro, Carmen; Brazo Millán, Ana Isabel – Digital Education Review, 2021
With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame "Broken Sword" for the teaching of French as a foreign language in a higher education setting. To…
Descriptors: Video Games, Teaching Methods, Second Language Instruction, French
Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning