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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
Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
Jianshu Qiao; John R. Woodward; Atm S. Alam – Cogent Education, 2024
Rote memory (RM) has become the primary method of learning vocabulary for decades in China. However, RM is tedious, leading to reduced motivation and concentration. In contrast, Educational Video Games (EVGs) are attractive and fun, which could be an alternative to RM. Although most studies have investigated EVGs' effectiveness, empirical research…
Descriptors: Foreign Countries, Video Games, Educational Games, English (Second Language)
Oreskovic, Nicolas M.; Agiovlasitis, Stamatis; Patsiogiannis, Vasiliki; Santoro, Stephanie L.; Nichols, Dominica; Skotko, Brian G. – Journal of Applied Research in Intellectual Disabilities, 2022
Background: Adults with Down syndrome commonly have low levels of physical activity and face social barriers to engaging in physical activity, including boredom and companionship concerns. Adults with Down syndrome are at increased risk for several co-occurring medial conditions known to benefit from physical activity, including obesity and…
Descriptors: Adults, Down Syndrome, Physical Activity Level, Barriers
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
Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Umamah, Atik; Saukah, Ali – PASAA: Journal of Language Teaching and Learning in Thailand, 2022
Digital games have been integrated into the teaching and learning process along with the immense use of digital games by student gamers. This adoption is to facilitate students with a more interesting and exciting classroom atmosphere. This study was conducted in an attempt to describe the voice of EFL university students regarding the integration…
Descriptors: Video Games, Game Based Learning, Student Attitudes, English (Second Language)
Mitchell J. Nathan; Candace Walkington; Michael I. Swart – Grantee Submission, 2022
Findings synthesized across five empirical, laboratory-and classroom-based studies of high school and college students engaged in geometric reasoning and proof production during single and multi-session investigations (346 participants overall) are presented. The findings converge on several design principles for embodied mathematical thinking and…
Descriptors: High School Students, College Students, Geometry, Geometric Concepts
Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
Heintzman, Ryan; Brandi, Aldo; Kelley, Madeline; Marvin, M. Colin – Journal of Geography, 2023
The COVID-19 pandemic forced educational institutions around the globe to close or move to a remote format. This article focuses on the transition of an in-person undergraduate physical geography lab to online synchronous learning during the Fall 2020 semester. Findings suggest the importance of abundant learning materials as well as showing…
Descriptors: COVID-19, Pandemics, Physical Geography, Geography Instruction
Calandri, Emanuela; Cattelino, Elena; Graziano, Federica – European Journal of Developmental Psychology, 2023
The relationship between adolescents' use of video games and their well-being is controversial and largely unexplored during the COVID -19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional…
Descriptors: Foreign Countries, Adolescents, Video Games, Play
Buldu, Elif; Buldu, Metehan – Early Child Development and Care, 2023
This study investigated how children describe their play activities and associate learning with play. Accordingly, 23 early childhood children from different cities and age groups were included in this phenomenological research study. Incorporating images of children's drawings of their favourite playtime and semi-structured interviews, three main…
Descriptors: Play, Young Children, Foreign Countries, Freehand Drawing
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
Anderson, Katelyn; Grudens-Schuck, Nancy; Valek, Robert; Schulte, Lisa A.; Smalley, Scott W. – Natural Sciences Education, 2020
Digital games, especially simulations, have supported student learning outcomes in the areas of science and agriculture in classrooms and nonformal settings. Simulations contribute robustly to student achievement in science, technology, engineering, and mathematics (STEM), and agriculture content areas, especially when they are aligned with…
Descriptors: Academic Standards, National Standards, Video Games, Computer Simulation