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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
Gilje, Øystein; Silseth, Kenneth – Learning, Media and Technology, 2019
In this article, we use a model for games and literacy to explore how one FIFA gamer worked across contexts. Previously, this model has been used to address the role of computer and video games in the teaching of literacy in the subject of English. In the current article, we combine this model with a learning lives perspective, which builds on the…
Descriptors: Computer Games, Literacy Education, Transfer of Training, Teaching Methods
Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students
Yildiz, Hatice Durak; Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan – Contemporary Educational Technology, 2017
The purpose of this study is to identify whether computational thinking skills among secondary school students differ depending on the type of digital games they play. The participants of this study were 202 secondary school students at 5th, 6th, 7th and 8th grades during 2016-2017 academic year. Correlational survey method was used during this…
Descriptors: Secondary School Students, Thinking Skills, Computation, Video Games
Ohannessian, Christine M.; Vannucci, Anna – Youth & Society, 2020
The primary purpose of this study was to identify subgroups of adolescents based on their reported use of technology. Secondary aims were to examine whether technology use typologies differ by gender and to explore whether technology use typologies are linked to psychological adjustment. The sample included 1,003 10th and 11th grade students from…
Descriptors: Emotional Adjustment, Gender Differences, Grade 10, Grade 11
Swart, Michael I.; Schenck, Kelsey E.; Xia, Fangli; Kim, Doy; Kwon, Oh Hoon; Nathan, Mitchell J.; Walkington, Candace – Grantee Submission, 2020
The Hidden Village (THV) is a motion-capture video game for investigating how physical movements foster mathematical thinking and proof practices based on principles of embodied cognition. Analysis of the interactions of students in an all-Limited English Proficiency Title 1 high school geometry classroom revealed ways simulated enactment and…
Descriptors: Geometry, Mathematics Instruction, Thinking Skills, Validity
Lanford, Michael; Corwin, Zoë B.; Maruco, Tattiya; Ochsner, Amanda – Journal of Research on Technology in Education, 2019
This article draws upon two conceptual frameworks--institutional culture in education and innovation studies--to contextualize findings from a digital intervention for underrepresented students applying to college. The qualitative data that inform this study's findings include 88 open-response surveys with school teachers, as well as campus…
Descriptors: Barriers, Educational Innovation, Disproportionate Representation, College Applicants
Hunter, Stephen; Leatherdale, Scott T.; Carson, Valerie – Journal of School Health, 2018
Background: Sedentary behavior is linked to many adverse health outcomes; however, its relationship with academic achievement is less understood. We examined sedentary behavior's impact on academic achievement over 3 years in 4408 adolescents from the COMPASS study. Methods: Sedentary behavior (screen-based: watching/streaming television…
Descriptors: Academic Achievement, Secondary School Students, Mathematics Achievement, Physical Activity Level
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
Petner, Michael F., Jr. – ProQuest LLC, 2018
This dissertation is a qualitative research investigation that explores the educational experiences and perceptions of public school teachers (K-8) as they relate to the usage of educational video games in their classrooms. To shed light on the phenomenon, the study focused on providing in-depth descriptions of public school teacher narratives of…
Descriptors: Educational Games, Classroom Techniques, Game Based Learning, Public Schools
Alert, Marissa D.; Saab, Patrice G.; Llabre, Maria M.; McCalla, Judith R. – Health Education & Behavior, 2019
Little is known about the correlates of physical activity and sedentary behavior in Hispanic adolescents. This study examined at baseline and 2-year follow-up: (1) the relationship between self-efficacy for physical activity and physical activity, (2) the association of weight perception with physical activity and sedentary behavior, and (3)…
Descriptors: Self Efficacy, Obesity, Self Concept, Physical Activity Level
User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context
Wong, Seng Yue; Ghavifekr, Simin – International Journal of Distance Education Technologies, 2018
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
Descriptors: Foreign Countries, Educational Games, Video Games, History Instruction
Ye, S. -H.; Hsiao, T. -Y.; Sun, C. -T. – Journal of Computer Assisted Learning, 2018
Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our…
Descriptors: Video Games, Blended Learning, Learning Processes, Scientific Concepts
McGuffey, William – Journal of Mathematics Education at Teachers College, 2017
In this article I explore some of the underlying mathematics of Poke´mon battles and describe ways that teachers at the secondary level could explore concepts of mathematical game theory in this context. I discuss various ways of representing and analyzing a Poke´mon battle using game theory and conclude with an example of applying concepts of…
Descriptors: Video Games, Mathematics Instruction, Mathematical Models, Game Theory
Valdemoros-San-Emeterio, M-Angeles; Sanz-Arazuri, Eva; Ponce-de-León-Elizondo, Ana – Comunicar: Media Education Research Journal, 2017
The "Network Society" is identified by accelerated changes that occur between real and virtual worlds. The progress of digital devices has generated a new model of leisure that has conditioned family interactions. The aim of this research was to identify the relationship between digital leisure experiences and perceived family…
Descriptors: Leisure Time, Youth, Secondary School Students, Foreign Countries