Publication Date
In 2025 | 1 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 9 |
Since 2016 (last 10 years) | 29 |
Since 2006 (last 20 years) | 52 |
Descriptor
Educational Games | 52 |
Handheld Devices | 52 |
Video Games | 52 |
Educational Technology | 33 |
Foreign Countries | 33 |
Technology Uses in Education | 25 |
Telecommunications | 24 |
Teaching Methods | 18 |
Student Attitudes | 15 |
Instructional Design | 11 |
Elementary School Students | 10 |
More ▼ |
Source
Author
Publication Type
Education Level
Location
Brazil | 4 |
Australia | 3 |
China | 3 |
Finland | 3 |
South Korea | 3 |
Taiwan | 3 |
United Kingdom (England) | 3 |
Japan | 2 |
Malaysia | 2 |
Portugal | 2 |
Russia | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
North Carolina End of Course… | 1 |
Strengths and Difficulties… | 1 |
What Works Clearinghouse Rating
Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
DeArmond, Marc C.; Shelton, Brett E.; Hsu, Yu-Chang – International Journal of Game-Based Learning, 2022
While some research suggests South Korea has fallen behind other developed nations with regard to publishing and using serious games in the classroom, Korean interest in video games remains extremely high. Due to a number of cultural, social, and technological factors, esports was primed to become a significant force in Korean culture and received…
Descriptors: Foreign Countries, Educational Games, Teaching Methods, Educational Technology
Bilgin, Enes Abdurrahman – Education Quarterly Reviews, 2021
All over the world and especially in Turkey, the success level regarding math is well below the desired rate. The main reasons for this situation are negative attitudes and anxiety towards math. It is observed that the students and the teachers experience anxiety about the Arithmetic Operations, which is one of the beginning subjects of math. On…
Descriptors: Educational Games, Video Games, Handheld Devices, Mathematics Anxiety
Todd White; Richard G. Brody; Gaurav Gupta – Advances in Accounting Education: Teaching and Curriculum Innovations, 2021
Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the classroom and improve student engagement. However, few studies have analyzed the factors that inhibit the adoption of serious games. The current study extends research…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Introductory Courses
Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Goad, Tyler; Towner, Brooke; Jones, Emily; Bulger, Sean – Journal of Physical Education, Recreation & Dance, 2019
The growth of the Internet and related technologies has resulted in changes in education and society that have placed new demands on teachers. Online physical education (OLPE) presents a unique set of challenges in translating traditional face-to-face courses to a digital space. The delivery of OLPE has been met with skepticism, given the inherent…
Descriptors: Online Courses, Physical Education, Distance Education, Handheld Devices
Jose´ Nunes da Silva Ju´nior; Jean-Yves Winum; Andrea Basso; Luca Gelati; Lisa Moni; Antonio Jose´ Melo Leite Junior; Jair Mafezoli; Da´vila Zampieri; Francisco Serra Oliveira Alexandre; Kimberly Benedetti Veja; Andre´ Jalles Monteiro – Journal of Chemical Education, 2022
This paper provides information about a multilingual (Portuguese, English, Spanish, Italian, and French) virtual card game for computers and smartphones. Facing the disruption caused by the COVID-19 pandemic, this game allows students to play remotely or face-to-face with friends in a fun and cooperative environment and review the topics related…
Descriptors: Organic Chemistry, Scientific Concepts, Educational Games, Video Games
Giannakas, Filippos; Kambourakis, Georgios; Papasalouros, Andreas; Gritzalis, Stefanos – Educational Technology Research and Development, 2018
With the increasing popularity of smartphones and tablets, game-based learning (GBL) is undergoing a rapid shift to mobile platforms. This transformation is driven by mobility, wireless interfaces, and built-in sensors that these smart devices offer in order to enable blended and context-sensitive mobile learning (m-Learning) activities. Thus,…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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
Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Themistokleous, Sotiris; Avraamidou, Lucy; Vrasidas, Charalambos – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, "PlayForward: Elm City Stories" developed…
Descriptors: Handheld Devices, Video Games, Play, Decision Making Skills
Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context
Wong, Seng Yue; Ghavifekr, Simin – International Journal of Distance Education Technologies, 2018
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
Descriptors: Foreign Countries, Educational Games, Video Games, History Instruction