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
Video Games | 3 |
Gender Differences | 2 |
Grade 10 | 2 |
Grade 11 | 2 |
Grade 12 | 2 |
Grade 6 | 2 |
Grade 7 | 2 |
Grade 8 | 2 |
Grade 9 | 2 |
Pretests Posttests | 2 |
Statistical Analysis | 2 |
More ▼ |
Author
Annetta, Leonard | 1 |
Binning, Kevin R. | 1 |
Buschang, Rebecca E. | 1 |
Cheng, Meng-Tzu | 1 |
Chung, Greg K. W. K. | 1 |
Folta, Elizabeth | 1 |
Fusarelli, Bonnie | 1 |
Holmes, Shawn | 1 |
Kooiman, Brian J. | 1 |
Lamb, Richard | 1 |
Sheehan, Dwayne P. | 1 |
More ▼ |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Numerical/Quantitative Data | 1 |
Reports - Evaluative | 1 |
Education Level
Grade 10 | 3 |
Grade 11 | 3 |
Grade 12 | 3 |
Grade 6 | 3 |
Grade 7 | 3 |
Grade 8 | 3 |
Grade 9 | 3 |
High Schools | 3 |
Middle Schools | 3 |
Elementary Education | 2 |
Intermediate Grades | 2 |
More ▼ |
Audience
Location
California | 2 |
Laws, Policies, & Programs
Assessments and Surveys
Bender Visual Motor Gestalt… | 1 |
What Works Clearinghouse Rating
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
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
Vendlinski, Terry P.; Chung, Greg K. W. K.; Binning, Kevin R.; Buschang, Rebecca E. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Understanding the meaning of rational numbers and how to perform mathematical operations with those numbers seems to be a perennial problem in the United States for both adults and children. Based on previous work, we hypothesized that giving students more time to practice using rational numbers in an environment that enticed them to apply their…
Descriptors: Feedback (Response), Intervention, Educational Research, Video Games