Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Association Supporting… | 1 |
Autism: The International… | 1 |
Journal of the Learning… | 1 |
Library Quarterly | 1 |
Tech Directions | 1 |
Techniques: Connecting… | 1 |
Techniques: Connecting… | 1 |
Author
Publication Type
Journal Articles | 6 |
Reports - Descriptive | 4 |
Reports - Research | 2 |
Collected Works - Proceedings | 1 |
Education Level
Higher Education | 3 |
High Schools | 2 |
Postsecondary Education | 2 |
Elementary Secondary Education | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Location
Maryland | 7 |
Florida | 2 |
Kentucky | 2 |
New Jersey | 2 |
Ohio | 2 |
Rhode Island | 2 |
Virginia | 2 |
Alabama | 1 |
California | 1 |
Canada | 1 |
Canada (Ottawa) | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
Clark, Douglas B.; Tanner-Smith, Emily; Hostetler, Andrew; Fradkin, Aryah; Polikov, Vadim – Journal of the Learning Sciences, 2018
Much research focuses on what might be possible with digital games in the classroom. This study focuses on what is currently probable and typical. It uses a controlled quasi-experimental design to compare outcomes for students of 13 teachers in 10 diverse urban, suburban, and rural schools. The teachers integrated a set of 55 typical educational…
Descriptors: Teaching Methods, Educational Games, Video Games, Quasiexperimental Design
Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
Glenn, Lawrence M.; Nikirk, F. Martin – Techniques: Connecting Education and Careers (J1), 2009
While career and technical education (CTE) has been an important part of the U.S. education system for decades, other countries have been slower to adopt and develop similar types of training. Realizing that CTE is crucial to developing homegrown talent capable of competing in a 21st century economy, countries like China are reaching out to…
Descriptors: Video Games, Foreign Countries, Vocational Education, Higher Education
Smith, Peter, Ed. – Association Supporting Computer Users in Education, 2015
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. ASCUE has a strong tradition of bringing its members together to pool their…
Descriptors: Workshops, Administrators, Educational Games, Access to Information
Nikirk, Martin – Tech Directions, 2007
New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…
Descriptors: Video Games, Pilot Projects, Technology Education, Computers
Nikirk, Martin – Techniques: Connecting Education and Careers, 2006
This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…
Descriptors: Vocational High Schools, Computers, Video Games, Animation