Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
American Journal of Distance… | 1 |
British Journal of… | 1 |
Educational Technology &… | 1 |
Electronic Journal of… | 1 |
Journal of Educational… | 1 |
Journal of Science Education… | 1 |
RTI International | 1 |
Author
Publication Type
Reports - Research | 7 |
Journal Articles | 6 |
Tests/Questionnaires | 1 |
Education Level
Middle Schools | 7 |
Junior High Schools | 4 |
Secondary Education | 4 |
Elementary Education | 3 |
Grade 6 | 3 |
Intermediate Grades | 3 |
Grade 8 | 2 |
High Schools | 2 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
Grade 11 | 1 |
More ▼ |
Audience
Location
California | 3 |
Spain | 2 |
China | 1 |
Taiwan | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Bender Visual Motor Gestalt… | 1 |
State Trait Anxiety Inventory… | 1 |
What Works Clearinghouse Rating
Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Filella, G.; Cabello, E.; Pérez-Escoda, N.; Ros-Morente, A. – Electronic Journal of Research in Educational Psychology, 2016
Introduction: Coexistence in schools inevitably implies conflicts among peers, which can have a negative impact in both the students' well-being and their academic achievement. In this sense, the main objective of the present article is to introduce and describe the evaluation of the Training Program in Emotional Management Happy 8-12. This…
Descriptors: Conflict Resolution, Peer Relationship, Affective Measures, Grade 5
Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
Anderson, Janice L.; Barnett, Mike – Journal of Science Education and Technology, 2013
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
Descriptors: Video Games, Video Technology, Teaching Methods, Science Instruction
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
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education