Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 9 |
Descriptor
Games | 10 |
Video Games | 10 |
STEM Education | 4 |
Teaching Methods | 4 |
Computer Simulation | 3 |
Correlation | 3 |
Design | 3 |
Educational Games | 3 |
Educational Technology | 3 |
Foreign Countries | 3 |
High School Students | 3 |
More ▼ |
Source
Author
Clark, Aaron C. | 2 |
Adams, Deanne M. | 1 |
Baran, Medine | 1 |
Busby, Joe R. | 1 |
Devlin-Scherer, Roberta | 1 |
Droumeva, Milena | 1 |
Ellis, Suria | 1 |
Ernst, Jeremy | 1 |
Evanson, Nick | 1 |
Islas Sedano, Carolina | 1 |
Jenson, Jennifer | 1 |
More ▼ |
Publication Type
Journal Articles | 9 |
Reports - Research | 6 |
Reports - Descriptive | 2 |
Collected Works - Proceedings | 1 |
Opinion Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
California | 1 |
Canada | 1 |
China | 1 |
Finland | 1 |
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
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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
Clark, Aaron C.; Ernst, Jeremy – Journal of STEM Education: Innovations and Research, 2009
This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…
Descriptors: Video Games, Technology Education, Public Education, High School Students
Devlin-Scherer, Roberta; Sardone, Nancy B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2010
Data from ten teacher candidates studying teaching methods were analyzed to determine perceptions toward digital simulation games in the area of social studies. This research can be used as a conceptual model of how current teacher candidates react to new methods of instruction and determine how education programs might change existing curricula…
Descriptors: Technology Integration, Educational Technology, Thinking Skills, Social Studies
Evanson, Nick – Physics Education, 2004
Basic electronic devices have been used to great effect with console computer games. This paper looks at a range of devices from the very simple, such as microswitches and potentiometers, up to the more complex Hall effect probe. There is a great deal of relatively straightforward use of simple devices in computer games systems, and having read…
Descriptors: Computers, Games, Video Games, Electronic Equipment
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
Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video