NotesFAQContact Us
Collection
Advanced
Search Tips
Laws, Policies, & Programs
No Child Left Behind Act 20011
What Works Clearinghouse Rating
Showing 226 to 240 of 399 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Peer reviewed Peer reviewed
Direct linkDirect link
Russ, Rosemary S.; Wangen, Steve; Nye, D. Leith; Shapiro, R. Benjamin; Strinz, Will; Ferris, Michael – Science Teacher, 2015
To help teachers engage students in discussions about sustainability, the authors designed Fields of Fuel, a multiplayer, web-based simulation game that allows players to explore the environmental and economic trade-offs of a realistic sustainable system. Computer-based simulations of real-world phenomena engage students and have been shown to…
Descriptors: Sustainability, Video Games, Thinking Skills, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ebrahimzadeh, Mohsen – English Language Teaching, 2017
The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…
Descriptors: Vocabulary Development, Video Games, Conventional Instruction, Educational Technology
Kuo, Yi-Lung; Allen, Jeff; Casillas, Alex – ACT, Inc., 2020
This study investigated the relationships between social and emotional learning factors and course failure for 9,308 7th-9th graders. Student self-report measures of social and emotional learning (SEL) and biographical factors (ACT® Engage® Grades 6-9) were analyzed through multiple regression models with propensity score weighting techniques. The…
Descriptors: Social Development, Emotional Development, Grade 7, Grade 8
Peer reviewed Peer reviewed
Direct linkDirect link
Marlatt, Rick – Multicultural Perspectives, 2018
This article describes a recent implementation of digital literacies in which high school literature students engaged in literary analysis of a novel using the video game Minecraft. Students who had previously expressed reluctance with reading and dissatisfaction with school experiences used their gaming skills to re-create scenes, respond to…
Descriptors: Technological Literacy, High School Students, Video Games, Literature
Peer reviewed Peer reviewed
Direct linkDirect link
Adachi, Paul J. C.; Willoughby, Teena – Child Development, 2016
The longitudinal association between competitive video game play and aggression among young adults and adolescents was examined. Young adults (N = 1,132; M[subscript age] = 19 years) were surveyed annually over 4 years about their video game play and aggression, and data from a 4-year longitudinal study of adolescents (N = 1,492; M[subscript…
Descriptors: Video Games, Play, Competition, Longitudinal Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Liao, Christine; Motter, Jennifer L.; Patton, Ryan M. – Art Education, 2016
Redefining the educational model of science, technology, engineering, and math curriculum (STEM) to also include art to become STEAM (Fournier, 2013; Guyotte, Sochacka, Constantino, Walther, & Kellam, 2014) is a current method to encourage students to actively participate in 21st-century learning (Saxena, 2014). The skills emphasized for…
Descriptors: STEM Education, Art Education, Art Activities, Females
Peer reviewed Peer reviewed
Direct linkDirect link
Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
Nathan, Mitchell J.; Walkington, Candace – Grantee Submission, 2017
We develop a theory of grounded and embodied mathematical cognition (GEMC) that draws on action-cognition transduction for advancing understanding of how the body can support mathematical reasoning. GEMC proposes that participants' actions serve as inputs capable of driving the cognition-action system toward associated cognitive states. This…
Descriptors: Mathematics Instruction, Mathematical Logic, Cognitive Processes, Logical Thinking
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Computer Games, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
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
Pages: 1  |  ...  |  12  |  13  |  14  |  15  |  16  |  17  |  18  |  19  |  20  |  ...  |  27