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Alzubaidi, Amani Hashim; Alanazi, Nouf Arrak; Alwahbi, Najla Turki – International Journal of Education in Mathematics, Science and Technology, 2023
The study aimed to identify the reality of the employment of educational electronic games from the point of view of elementary school teachers in the Kingdom of Saudi Arabia. The researchers used the descriptive approach; a questionnaire was used to collect the data needed for the research after verifying its validity and reliability. The study…
Descriptors: Technology Integration, Educational Games, Video Games, Elementary School Teachers
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Gómez-Gonzalvo, Fernando; Devís-Devís, José; Molina-Alventosa, Pere – Comunicar: Media Education Research Journal, 2020
Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the…
Descriptors: Video Games, Adolescents, Academic Achievement, Time
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Alharbi, Latifah – TESOL International Journal, 2020
Globalization and technical evolution eased the communication with different peoples from all around the world yet, language is still a barrier that should be overcame by continuous and effective learning. Technology is a powerful tool for learners who want to either start learning a new language or develop and strengthen their foreign languages.…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
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Kapidere, Metin – Cypriot Journal of Educational Sciences, 2021
With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of…
Descriptors: Preservice Teachers, Student Attitudes, Video Games, Educational Technology
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
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Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E. – International Journal of Mental Health and Addiction, 2012
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Descriptors: Adolescents, Foreign Countries, Incidence, Video Games
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Biagi, Federico; Loi, Massimo – European Journal of Education, 2013
Based on PISA 2009 data, this article studies the relationship between students' computer use and their achievement in reading, mathematics and science in 23 countries. After having categorised computer use into a set of different activities according to the skills they involve, we correlate students' PISA test-scores with an index capturing the…
Descriptors: Science Achievement, Achievement Rating, Reading Achievement, Mathematics Achievement
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Khine, Myint Swe; Saleh, Issa M. – Journal of Educational Technology Systems, 2009
Computer games as new media culture have become increasing popular among young people. Today most children play a different genre of games at different times depending on their age, maturity, and opportunity. While some researchers advocate that similar to computer literacy and information literacy, game literacy will be one of the requirements…
Descriptors: Middle School Students, Males, Video Games, Foreign Countries