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Showing 1 to 15 of 24 results Save | Export
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Alayna Murray; Beatrix Koronczai; Orsolya Király; Mark D. Griffiths; Arlene Mannion; Geraldine Leader; Zsolt Demetrovics – Review Journal of Autism and Developmental Disorders, 2022
The present study investigated the association between autism and problematic internet use (PIU) and gaming disorder (GD). A systematic literature search was conducted in accordance with PRISMA guidelines. A total of 2286 publications were screened, and 21 were deemed eligible for inclusion in the review. The majority of the studies found positive…
Descriptors: Autism Spectrum Disorders, Internet, Computer Use, Addictive Behavior
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Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
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Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
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Poole, Frederick; Clarke-Midura, Jody – International Journal of Game-Based Learning, 2020
This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample…
Descriptors: Literature Reviews, Computer Games, Video Games, Second Language Learning
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Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
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Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
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Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
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Callaghan, Melissa N.; Reich, Stephanie M. – International Journal of Mobile and Blended Learning, 2020
Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design--including visuals, feedback, scaffolding…
Descriptors: Preschool Children, Developmentally Appropriate Practices, Educational Games, Design
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Moseley, Alex – International Journal of Game-Based Learning, 2018
The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use…
Descriptors: Educational Games, Context Effect, Relevance (Education), Teaching Methods
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Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
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Shliakhovchuk, Elena; Muñoz García, Adolfo – Educational Sciences: Theory and Practice, 2020
The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the…
Descriptors: Video Games, Cultural Awareness, Intercultural Communication, Cooperation
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Çiftçi, Serdar – Turkish Online Journal of Educational Technology - TOJET, 2018
The aim of this research is to investigate, through data analysis, the studies conducted on the use of educational digital games by children. As part of this study, a search of the Science Direct, Web of Science, and ERIC databases was performed to identify the studies on this topic published within the last decade (2007 and 2017). From this…
Descriptors: Educational Games, Computer Games, Databases, Programming Languages
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Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
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