Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Educational Games | 3 |
Grade 10 | 3 |
Grade 11 | 3 |
Grade 12 | 3 |
Grade 9 | 3 |
Learning Activities | 2 |
Student Motivation | 2 |
Active Learning | 1 |
Barriers | 1 |
Coding | 1 |
College Students | 1 |
More ▼ |
Author
Annetta, Leonard | 1 |
Cheng, Meng-Tzu | 1 |
Dickey, Michele D. | 1 |
Folta, Elizabeth | 1 |
Fusarelli, Bonnie | 1 |
Holmes, Shawn | 1 |
Lamb, Richard | 1 |
McNeill, Elisa Beth | 1 |
Rosen, Brittany | 1 |
Thurmond, Brandi | 1 |
Vallett, David | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Education Level
Grade 10 | 3 |
Grade 11 | 3 |
Grade 12 | 3 |
Grade 9 | 3 |
High Schools | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
More ▼ |
Audience
Teachers | 1 |
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Rosen, Brittany; McNeill, Elisa Beth; Wilson, Kelly – Health Educator, 2014
Would You Rather (WYR), with a Sexual Health Twist! teaching technique uses two youth games, "Would you rather…" and Twister®, to actively engage students in developing decision-making skills regarding human sexuality. Utilizing the "Would you rather" choices, the teacher provides a short scenario with two difficult choices.…
Descriptors: Health Education, Teaching Methods, Learning Activities, Educational Games
Dickey, Michele D. – British Journal of Educational Technology, 2011
The purpose of this research is to investigate the impact of narrative design in a game-based learning environment. Specifically, this investigation focuses the narrative design in an adventure-styled, game-based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic…
Descriptors: Grounded Theory, Personality Traits, Investigations, Persuasive Discourse
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities