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Espinoza, Cecilia; Orvis, Kathryn S.; Brophy, Sean P. – Journal of Biological Education, 2022
This research investigates students' learning about the electron transport chain (ETC) process in photosynthesis by watching a video followed by playing a serious board game--"Electron Chute"--that models ETC. The learning objectives targeted enriching a mental model that students could use to explain the causal relationship of the ETC…
Descriptors: Game Based Learning, Educational Games, Video Games, Scientific Concepts
Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
Al-Jarf, Reima – Online Submission, 2023
A sample of parents in Saudi Arabia was surveyed to find out the reading technologies that children under the age of 12 use, children's digital reading habits and interests, parents' roles in encouraging the children to read digitally, the effects of digital reading on children's reading ability, and to compare digital reading before, during and…
Descriptors: Foreign Countries, Reading Habits, Children, Preadolescents
Evaldsson, Ann-Carita – International Journal for Research on Extended Education, 2021
In this study, particular focus is on micro-ethnographic studies of children's peer play-in-action and how children create shared peer cultures through their collaborative performances in situated game activities. It will be shown how children create micro dramas in play that serve as cultural frameworks to i) dramatize and transform experiences…
Descriptors: Play, Peer Relationship, Foreign Countries, Games
Spriggs, Amy D.; Gast, David L.; Knight, Victoria F. – Journal of Autism and Developmental Disorders, 2016
The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…
Descriptors: Video Technology, Modeling (Psychology), Observation, Recreational Activities
Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature
Meredith, Tamara R. – TechTrends: Linking Research and Practice to Improve Learning, 2016
Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated about the effect of incorporating GBL into practicing K-12 educators' professional development. This review is a critical appraisal of the quantity and…
Descriptors: Professional Development, Elementary Secondary Education, Educational Games, Teacher Attitudes
Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
Meyler, Tim; Banks, Sarah; Wilson, Sandy – Strategies: A Journal for Physical and Sport Educators, 2014
The physical activity potential and physiological and motivational benefits of active gaming have been a hot topic in the past few years. It is easy to see why active games are popular among certain populations, particularly those with prior or current video game experience. Video games are fun to play and challenging, give a player total control,…
Descriptors: Video Games, Video Technology, Physical Activities, Student Motivation
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Sluman, Jonny – Primary Science, 2013
In this article Jonny Sluman describes how he adapted an interactive DVD quiz game at a Christmas family get-together into an exciting, creative science activity to teach his students. The rounds included: a "quick fire" question round, a "what happened next" round, a music round, and a "spot the difference" round.…
Descriptors: Educational Games, Video Games, Video Technology, Multimedia Materials
Dretzke, Beverly J.; Yap, Shannen – Center for Applied Research and Educational Improvement, 2015
Transforming Education Through the Arts and Media (TEAM) is an arts integration program based on the concept of the 21st century transliterate learner who acquires knowledge and interacts across a range of tools, platforms, and media. Over a period of four years, TEAM was implemented in seventh- and eighth-grade classrooms by the Center for…
Descriptors: Higher Education, Art Education, Interdisciplinary Approach, Program Effectiveness
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Wohlwend, Karen E.; Zanden, Sarah Vander; Husbye, Nicholas E.; Kuby, Candace R. – Journal of Early Childhood Literacy, 2011
Geosemiotics (Scollon and Scollon, 2003) frames this analysis of play, multimodal collaboration, and peer mediation as players navigate barriers to online connectivity in a children's social network and gaming site. A geosemiotic perspective enables examination of children's web play as "discourses in place": fluidly converging and…
Descriptors: Video Technology, Play, Ethnography, After School Programs
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
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