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Janebi Enayat, Mostafa; Haghighatpasand, Mohsen – Innovation in Language Learning and Teaching, 2019
Although adventure video games have been identified as effective tools for education, few studies have examined the usefulness of such games for language learning. The present classroom-based investigation, therefore, examined the possibility of exploiting commercial adventure video games for improving vocabulary recall of second language learners…
Descriptors: Video Games, Second Language Learning, Second Language Instruction, English (Second Language)
Emihovich, Benjamin W. – ProQuest LLC, 2017
Education researchers are exploring how well-designed video games can be used to improve knowledge, skills, and abilities known as game-based learning (GBL). Current American students are not receiving adequate exposure to authentic ill-structured problem-solving scenarios in their classrooms, and schools need to address the acquisition of…
Descriptors: Undergraduate Students, Problem Solving, Skill Development, Video Games
Jalalian, Farzad – Advances in Language and Literary Studies, 2018
The inability of English language learners to recall English concepts is a major challenge faced by teachers. This paper aims to determine the effectiveness of video educational games with a linguistic approach in English language education of the 2nd grade high school students. This is an applied and quasi-experimental study conducted in 2016.…
Descriptors: Video Games, Educational Games, Sampling, Control Groups
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
Salehi, Hadi – International Journal of Learning and Change, 2017
This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…
Descriptors: Teaching Methods, Video Games, Second Language Learning, Second Language Instruction
Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement
Salavati, Maryam; Salehi, Hadi – Universal Journal of Educational Research, 2016
This study aimed at investigating the impact of Instructional Video Games (IVGs) on the vocabulary retention of Iranian language learners. To do so, 32 male and 43 female, between the ages thirteen to thirty one years old, in Padideh Derakhshan Institute, Sahinshahr, Isfahan, Iran were selected as a whole population. First, the World English…
Descriptors: Foreign Countries, Video Games, Educational Technology, Technology Uses in Education
Cejudo, Javier; Latorre, Sebastián – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The aim of the present research is to experimentally assess the effects of a videogame program ("Spock") for improving emotional intelligence (EI) as an ability among a sample of adolescents. Method: The sample was made up of 92 adolescents, aged 17 to 19, who were currently studying the second year of…
Descriptors: Video Games, Educational Technology, Emotional Intelligence, Adolescents
Carducci, Annalaura; Casini, Beatrice; Donzelli, Gabriele; Verani, Marco; Bruni, Beatrice; Ceretti, Elisabetta; Zani, Claudia; Carraro, Elisabetta; Bonetta, Sara; Bagordo, Francesco; Grassi, Tiziana; Villarini, Milena; Bonizzoni, Silvia; Zagni, Licia; Gelatti, Umberto – Applied Environmental Education and Communication, 2016
One of the objectives of the MAPEC-Life project is raising children's awareness on air quality and its health effects. To achieve this goal, we designed didactic tools for primary school students, including leaflets with more information for teachers, a cartoon, and three educational videogames. The tools were then tested with 266 children who…
Descriptors: Hazardous Materials, Sanitation, Health Promotion, Consciousness Raising
AlShaiji, Ohoud Abdullatif – Education, 2015
The objective of this study was to investigate the impact of Video Games and their role on promoting Saudi Kids' English vocabulary retention. The study attempted to answer whether there was a statistically significant difference (a = 0.05) between the Saudi children's subjects' mean score on the English vocabulary test due to using Video Games…
Descriptors: Foreign Countries, Video Games, English (Second Language), Vocabulary Development
Lam, Yau Wai; Hew, Khe Foon; Chiu, Kin Fung – Language Learning & Technology, 2018
This study investigated the effectiveness of a blended learning approach--involving the thesis, analysis, and synthesis key (TASK) procedural strategy; online Edmodo discussions; online message labels; and writing models--on student argumentative writing in a Hong Kong secondary school. It also examined whether the application of digital game…
Descriptors: Foreign Countries, Writing Improvement, Persuasive Discourse, Blended Learning
Filella, G.; Cabello, E.; Pérez-Escoda, N.; Ros-Morente, A. – Electronic Journal of Research in Educational Psychology, 2016
Introduction: Coexistence in schools inevitably implies conflicts among peers, which can have a negative impact in both the students' well-being and their academic achievement. In this sense, the main objective of the present article is to introduce and describe the evaluation of the Training Program in Emotional Management Happy 8-12. This…
Descriptors: Conflict Resolution, Peer Relationship, Affective Measures, Grade 5
Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
Efstathiou, Nicholas T.; Risvas, Grigorios S.; Theodoraki, Eleni-Maria M.; Galanaki, Evangelia P.; Zampelas, Antonios D. – Health Education Journal, 2016
Objective: The objective of this study was to investigate the relationship between classroom psychological climate and the physical and sedentary behaviour of primary school students after the implementation of an innovative education programme regarding nutrition and physical activity. Design: Randomised controlled trial. Setting: Study…
Descriptors: Health Education, Classroom Environment, Elementary School Students, Grade 3
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