Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 5 |
Descriptor
Games | 5 |
Video Games | 5 |
Design | 3 |
Foreign Countries | 3 |
Case Studies | 2 |
Correlation | 2 |
Educational Games | 2 |
Educational Technology | 2 |
Handheld Devices | 2 |
High School Students | 2 |
Middle School Students | 2 |
More ▼ |
Source
Association for Educational… | 1 |
Education and Information… | 1 |
Electronic Journal of… | 1 |
Simulation & Gaming | 1 |
Technology and Engineering… | 1 |
Author
Baran, Medine | 1 |
Busby, Joe R. | 1 |
Clark, Aaron C. | 1 |
Droumeva, Milena | 1 |
Ellis, Suria | 1 |
Islas Sedano, Carolina | 1 |
Jenson, Jennifer | 1 |
Leendertz, Verona | 1 |
Manusos, Dominick O. | 1 |
Simonson, Michael, Ed. | 1 |
Sutinen, Erkki | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Junior High Schools | 5 |
Middle Schools | 5 |
Secondary Education | 5 |
High Schools | 4 |
Elementary Education | 2 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 9 | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
Postsecondary Education | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Jenson, Jennifer; Droumeva, Milena – Electronic Journal of e-Learning, 2016
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…
Descriptors: Media Literacy, Computation, Thinking Skills, Foreign Countries
Manusos, Dominick O.; Busby, Joe R.; Clark, Aaron C. – Technology and Engineering Teacher, 2013
The article provides information on the changing rules in the authentic designs in gaming. It states that board games have been used to teach before a traditional classroom setting was ever put in place. It mentions that technology, engineering, and design education teachers would do well to develop their assignments to lead students into…
Descriptors: Games, Play, Design, STEM Education
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning