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Showing 1 to 15 of 33 results Save | Export
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Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
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Corbett, Blythe A.; Blain, Scott D.; Edmiston, E. Kale – Journal of Intellectual & Developmental Disability, 2018
Background: Autism Spectrum Disorder (ASD) is characterised by altered social patterns, often associated with increased stress. While puberty is associated with increased stress, there is limited research on stress response to social interaction in adolescents with ASD. The study investigated stress response to semi-structured, videogame-based…
Descriptors: Autism, Pervasive Developmental Disorders, Video Games, Adolescents
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Cadoret, Geneviève; Bigras, Nathalie; Lemay, Lise; Lehrer, Joanne; Lemire, Julie – Early Child Development and Care, 2018
The objective of this longitudinal study was to examine the relationship between screen time (ST) and children's motor proficiency. The amount of time 113 children spent watching television, using a computer, and playing video games as reported by parents at ages 4, 5, and 7 was measured and children's motor skills were evaluated at age 7 with the…
Descriptors: Psychomotor Skills, Television Viewing, Computer Use, Video Games
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Yildiz, Hatice Durak; Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan – Contemporary Educational Technology, 2017
The purpose of this study is to identify whether computational thinking skills among secondary school students differ depending on the type of digital games they play. The participants of this study were 202 secondary school students at 5th, 6th, 7th and 8th grades during 2016-2017 academic year. Correlational survey method was used during this…
Descriptors: Secondary School Students, Thinking Skills, Computation, Video Games
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Mourgela, Vasiliki; Pacurar, Ecaterina – Journal of Educational Computing Research, 2018
This work, situated in the Greek sociocultural context, attempts to analyze the time spent by primary school students on digital and traditional extracurricular activities and the impact of these activities on the educational outcome. The first objective was to determine, by means of a quantitative survey, if the children as "digital…
Descriptors: Foreign Countries, Elementary School Students, Extracurricular Activities, Technological Literacy
Terry, Marion; Malik, Amjad – Online Submission, 2018
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to assess the relationship between recreational video gaming and academic performance (defined as school attendance and final grades) in grade 9. Questions about video gaming appeared with other questions about…
Descriptors: Video Games, Likert Scales, Grades (Scholastic), Attendance
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Al Harbat, Rima; Al Saqarat, Khalaf – International Education Studies, 2017
The purpose of this study is to investigate the role of religious institutions, electronic games, books and educational stories in the development of the child's culture from the perspective of some of Jordanian mothers in Al Karak Governorate, and to achieve the objective of the study a questionnaire was build, it consisted of (33) items divided…
Descriptors: Foreign Countries, Religious Education, Video Games, Mothers
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Mozelius, Peter; Fagerström, Andreas; Söderquist, Max – Electronic Journal of e-Learning, 2017
Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…
Descriptors: Teaching Methods, Educational Games, Student Motivation, Knowledge Level
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Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
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Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
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Moawad, Gehan EL Nabawy Ahmed; Ebrahem, Gawhara Gad Soliman – Journal of Education and Practice, 2016
Today's adolescents have unprecedented access to modern technology and use them in expected and unexpected ways. Adolescents spend many hours a day using the technology, and the vast majority of them have access to Internet, cell phones, smart phone, video games and many other forms of modern technology. With the increased role of modern…
Descriptors: Adolescents, Parent Child Relationship, Information Technology, Adolescent Development
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Séguin, Daniel; Klimek, Victoria – Early Child Development and Care, 2016
This study explored the relationship between electronic media use, sleep and behaviour in preschool-aged children between the ages of three and five years. The primary hypothesis of this study was that excessive electronic media use (>2 hours a day) would positively correlate with sleep patterns (in particular, disturbances) and negative…
Descriptors: Child Behavior, Young Children, Sleep, Preschool Children
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Seli, Paul; Carriere, Jonathan S. A.; Thomson, David R.; Cheyne, James Allan; Martens, Kaylena A. Ehgoetz; Smilek, Daniel – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
In the present work, we investigate the hypothesis that failures of task-related executive control that occur during episodes of mind wandering are associated with an increase in extraneous movements (fidgeting). In 2 studies, we assessed mind wandering using thought probes while participants performed the metronome response task (MRT), which…
Descriptors: Foreign Countries, Executive Function, Attention Control, Undergraduate Students
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Nelson, Larry J.; Coyne, Sarah M.; Howard, Emily; Clifford, Brandon N. – Developmental Psychology, 2016
An approach-avoidance model of social withdrawal (Asendorpf, 1990) identifies 3 types of social withdrawal including shyness, unsociability, and avoidance. Each appears to be uniquely associated with varying indicators of maladjustment in emerging adulthood (Nelson, 2013) but little, if any, work has been done to see how they might be linked to…
Descriptors: Withdrawal (Psychology), Young Adults, Social Media, Electronic Mail
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Engelhardt, Christopher R.; Mazurek, Micah O. – Autism: The International Journal of Research and Practice, 2014
Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to…
Descriptors: Video Games, Males, Pervasive Developmental Disorders, Autism
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