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Long, Heather – ProQuest LLC, 2017
Educators, administrators, and researchers continue to search for a solution to return play to kindergarten classrooms while encouraging the use of technology to meet federal education standards. A review of the literature showed a gap in strategies for implementing play, findings were lacking on video games with digital badges in education, and…
Descriptors: Preschool Teachers, Kindergarten, Teacher Attitudes, Play
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Pfledderer, Christopher D.; Brusseau, Timothy A. – Research Quarterly for Exercise and Sport, 2021
Purpose: The purpose of this article was to systematically review studies that explored associations between specific curricular models, as an essential component of physical education, and to assess how the student outcomes identified in the models aligned with the national standards. Methods: Using the PRISMA guidelines to identify, screen,…
Descriptors: Correlation, Physical Education, National Standards, Outcomes of Education
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Al Saud, AlJohara Fahad – European Journal of Educational Sciences, 2017
The current study attempts to explore the effect of the educational video games on enriching the social skills of underprivileged children in Saudi Arabia. It compares the social skills of underprivileged children who do and do not have access to educational video games through IPads. To accomplish the goals of the study; twenty underprivileged…
Descriptors: Foreign Countries, Educational Games, Video Games, Low Income Students
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Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
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Ben-Sasson, Ayelet; Lamash, Liron; Gal, Eynat – Autism: The International Journal of Research and Practice, 2013
The goal of this study was to examine whether a technological touch activated Collaborative Puzzle Game (CPG) increased positive social behaviors in children with high functioning autism spectrum disorder (HFASD). The CPG involved construction of a virtual puzzle by selecting and dragging pieces into the solution area on a touch screen table. The…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Cooperation
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McTavish, Marianne – Journal of Early Childhood Literacy, 2014
What do young children do with the literacies they have learned at school? This article reexamines traditional notions of literacy by documenting a second grade child's literacy practices in school and out-of-school contexts. Data collected included field notes, interviews, observations of school and out-of-school literacy practices, and artefacts…
Descriptors: Grade 2, Elementary School Students, Reading Habits, Interviews
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Barab, Sasha A.; Gresalfi, Melissa; Ingram-Goble, Adam – Educational Researcher, 2010
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors…
Descriptors: Play, Research Methodology, Video Games, Educational Objectives