Publication Date
In 2025 | 15 |
Since 2024 | 162 |
Since 2021 (last 5 years) | 649 |
Since 2016 (last 10 years) | 1333 |
Since 2006 (last 20 years) | 2443 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Teachers | 59 |
Researchers | 14 |
Practitioners | 9 |
Administrators | 8 |
Parents | 8 |
Policymakers | 8 |
Students | 8 |
Media Staff | 6 |
Counselors | 1 |
Support Staff | 1 |
Location
Turkey | 87 |
Australia | 70 |
Spain | 69 |
Canada | 64 |
California | 44 |
United States | 43 |
China | 35 |
United Kingdom | 35 |
Taiwan | 34 |
Japan | 25 |
Malaysia | 23 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 2 |
Meets WWC Standards with or without Reservations | 2 |
Does not meet standards | 2 |
Fitzpatrick, Caroline; Boers, Elroy – Health Education & Behavior, 2022
Youth today spend a tremendous amount of time with digital media. The purpose of the present study was to estimate developmental associations between screen media use between the ages of 15 and 17 and corresponding changes in prosocial behavior. Participants (N = 1,509) were part of the Quebec Longitudinal Study of Child Development, a…
Descriptors: Foreign Countries, Adolescents, Mass Media Use, Prosocial Behavior
Lim, Hayoung A.; Ellis, Erica M.; Sonnenschein, David – Child Language Teaching and Therapy, 2022
Music-based speech language interventions have shown promise to support young children with autism, other speech and language deficits, and Dual Language Learners (also known as DLL, English Language Learners, or ELL). Online edtech learning programs may produce greater positive outcomes for children by including parents as mediators of the…
Descriptors: Music Activities, Autism, Pervasive Developmental Disorders, Young Children
Mittmann, Gloria; Woodcock, Kate; Dörfler, Sylvia; Krammer, Ina; Pollak, Isabella; Schrank, Beate – Journal of Early Adolescence, 2022
Early adolescents are frequent users of online communication tools (OCTs). Yet, we have limited knowledge about how OCTs influence this population and their friendships. We sought opinions of 938 Austrian early adolescents on the role of OCTs for their friendships via a questionnaire and 207 focus groups. Thematic analysis was used to analyze the…
Descriptors: Social Media, Video Technology, Photography, Computer Mediated Communication
Andersson, Shawn – JALT CALL Journal, 2022
Digital game-based language learning (DGBLL) is a field that promotes language learning by combining game entertainment and mechanics inducive to learning. Researchers have proposed evidence of various language-learning benefits, yet downsides persist, such as negative stigmas, a lack of participation of non-gamers, and potential adverse…
Descriptors: Foreign Countries, College Students, English (Second Language), Second Language Learning
Kumar, G. Praveen; Vasimalairaja, M. – International Journal of Information and Communication Technology Education, 2022
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district…
Descriptors: Foreign Countries, Video Games, Mathematics Instruction, Mathematics Achievement
Nkadimeng, Mahlatse; Ankiewicz, Piet – Journal of Science Education and Technology, 2022
Video games are a medium most students are familiar with; thus, they can be used as educational tools to meet the needs of twenty-first-century students. Given the popularity of video games with teenagers, they can be incorporated as educational tools in the science classroom. However, the affordances of using Minecraft Education (Minecraft…
Descriptors: Video Games, Game Based Learning, Junior High School Students, Science Instruction
Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Grantee Submission, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Cognitive Science, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
Ehret, Christian; Ehret, Lea; Low, Bronwen; Ciklovan, Luka – British Journal of Educational Technology, 2019
This paper presents data from the first six-months of an ongoing speculative design project in which youth and researchers co-created a videogame club, and later an eSports team, in an urban youth centre in Montréal, Québec. It describes how process philosophy informed researchers' approach to speculative design, allowing youth and researchers to…
Descriptors: Youth Clubs, Design, Urban Youth, Foreign Countries
Giyoto, Giyoto; Purnomo, SF. Luthfie Arguby; Untari, Lilik; Purnama, SF. Lukfianka Sanjaya; Asiyah, Nur – Journal of Social Studies Education Research, 2019
This study attempts to construct a communication framework of video game avatars. Employing Aarseth's textonomy, Rehak's avatar's life cycle, and Lury's prosthetic culture avatar's theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations…
Descriptors: Video Games, Computer Simulation, Classification, Computer Mediated Communication
Maree Howard; Shahid A. Akhund – International Journal of Child Care and Education Policy, 2024
Background: Many governments worldwide have established guidelines regarding children's physical activity and sedentary behaviors linked to positive health outcomes. While research has established low adherence to these guideline levels, it is unclear whether parents' knowledge, perceptions, and support around these behaviors might be barriers to…
Descriptors: Children, Parents, Knowledge Level, Parent Attitudes
Birinci, Yakup Zühtü; Korkmaz, Nimet Hasil; Deniz, Murat; Pancar, Serkan; Çetinoglu, Gökhan; Topçu, Hüseyin – Journal of Educational Issues, 2021
Growing studies show that exergames (EG) which can combine physical activity (PA) and games is an effective educational tool in physical education (PE). The purpose of this research was to evaluate the effect of dance-based EG on the attitude of 8th grade female students towards PE. The research group consists of 15 female students who are…
Descriptors: Exercise, Physical Activities, Physical Education, Teaching Methods
Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation