Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 17 |
Descriptor
Source
Author
Anderson, Janice L. | 1 |
Avraamidou, Lucy | 1 |
Barajas, Mario | 1 |
Barnett, Mike | 1 |
Berger, Richard | 1 |
Bruckman, Amy | 1 |
Chen, Gwo-Dong | 1 |
Ching, Cynthia Carter | 1 |
Cox, Peter | 1 |
Dalouskas, Vasilis | 1 |
Deed, Craig | 1 |
More ▼ |
Publication Type
Journal Articles | 15 |
Reports - Research | 14 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Education Level
Audience
Location
Australia | 2 |
Canada | 2 |
Taiwan | 2 |
California | 1 |
Colombia | 1 |
Cyprus | 1 |
Florida | 1 |
Georgia | 1 |
Germany | 1 |
Greece | 1 |
Illinois | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter – International Journal of Game-Based Learning, 2017
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Descriptors: Educational Games, Simulated Environment, Video Games, Urban Schools
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad – Journal of Science Education and Technology, 2018
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of…
Descriptors: Curriculum Implementation, Educational Games, Science Materials, Science Curriculum
Herro, Danielle – Curriculum Journal, 2015
Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…
Descriptors: Video Games, Secondary School Curriculum, High Schools, Curriculum Development
Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos – Educational Media International, 2015
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…
Descriptors: Foreign Countries, Computer Games, Affordances, Case Studies
Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
DiSalvo, Betsy; Guzdial, Mark; Bruckman, Amy; McKlin, Tom – Journal of the Learning Sciences, 2014
Why would individuals who are capable of learning opt not to? Learning is important for stability and success. It would seem rational that students in groups that are frequently underrepresented or marginalized would be motivated to learn. However, negotiation of multiple identities and self-beliefs can impact motivations to learn. For example,…
Descriptors: Video Games, Computer Science Education, African Americans, Males
Dalouskas, Vasilis; Rigou, Maria; Sirmakessis, Spiros – International Journal of Game-Based Learning, 2012
Currently casual games feature as the most dynamically developing section of the videogames industry and compared to the more complicated and technologically advanced hardcore games, are characterized by simple rules and game play, do not require long time commitment or special skills on the part of the player. They also have comparatively low…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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
Deed, Craig; Cox, Peter; Dorman, Jeffrey; Edwards, Debra; Farrelly, Cathleen; Keeffe, Mary; Lovejoy, Valerie; Mow, Lucy; Sellings, Peter; Prain, Vaughan; Waldrip, Bruce; Yager, Zali – International Journal of Pedagogies and Learning, 2014
In this paper we examine how agency is characterised by teachers and students when personalised learning is enacted in the contemporary open classroom. A case study is outlined that identifies teacher reasoning for practice, the use of physical and virtual learning spaces, and student reaction to teacher facilitation of personalised learning.…
Descriptors: Student Empowerment, Professional Autonomy, Individualized Instruction, Case Studies
Hess, Taryn; Gunter, Glenda – British Journal of Educational Technology, 2013
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…
Descriptors: Online Courses, Video Games, Mixed Methods Research, Student Motivation
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole – Cultural Studies of Science Education, 2012
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
Descriptors: Foreign Countries, Video Games, Teaching Methods, Botany
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
Sardone, Nancy B.; Devlin-Scherer, Roberta – Issues in Teacher Education, 2009
The objective of this research study was to explore teacher candidate views toward digital learning games using an immersive strategy. Specifically, we were interested in finding out what game use in classroom settings taught candidates about the role of teacher as facilitator of instruction. The procedures first focused teacher candidate…
Descriptors: Student Teacher Attitudes, Educational Games, Video Games, Teacher Education Programs
Previous Page | Next Page ยป
Pages: 1 | 2