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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
Turel, Yalin Kiliç; Dokumaci, Özlem – Participatory Educational Research, 2022
In today's learning society, use of media and technology affects students in all educational levels. There are a number of studies conducted among university students in this context. However, adolescents, who are sensitively exposed to the negative effects of the excessive use of media and technology, have been neglected. The aim of this study is…
Descriptors: Academic Achievement, Adolescents, Middle School Students, High School Students
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
Samuel Lackey – ProQuest LLC, 2022
The problem of practice (PoP) in this dissertation in practice (DiP) focuses on the lack of motivation and engagement exhibited by career technical education (CTE) students within the traditional high school chemistry classroom as a response to textbook and teacher-centered pedagogy. This qualitative action research study utilizes a game-based…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, High School Students
Tingaz, Emre Ozan; Altun, Meryem; Vural, Seyda Nur – Journal on Educational Psychology, 2019
The objective of the present study was to examine computer game addiction and attention in Turkish secondary school students. Four hundred twenty six (n=426) secondary school students aged 11 to 14 (M=12.44 years, SD=1.08), age participated voluntarily. A total of four schools, two are in a village (45.5%, n=211) and two are in a center (50.4%,…
Descriptors: Computer Games, Addictive Behavior, Attention, Foreign Countries
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
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
Gómez-Gonzalvo, Fernando; Devís-Devís, José; Molina-Alventosa, Pere – Comunicar: Media Education Research Journal, 2020
Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the…
Descriptors: Video Games, Adolescents, Academic Achievement, Time
Nease, Jake; Adams, Thomas A., II – Chemical Engineering Education, 2019
BLACKOUT! is a turn-based video game that introduces undergraduate and high school students to the types of power generation available in most electricity markets. The workshop portion of BLACKOUT! introduces students to the advantages and disadvantages of power generation by coal, natural gas, nuclear, wind and solar. The students then take the…
Descriptors: Experiential Learning, Video Games, Workshops, Power Technology
Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
O'Brien, Nicole – ProQuest LLC, 2021
Background: Although there is some reported success in using gamification to improving engagement, others have critiqued that these video game like strategies are a mere "repackaging" of established classroom strategies. Many experiments with gamification, however, have only focused on those features that emphasize extrinsic rewards…
Descriptors: Educational Games, Video Games, Game Based Learning, Elementary School Teachers
Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
González López, Ignacio; Quintero Ordóñez, Belén; Reche Urbano, Eloísa; Fuentes Esparrell, Juan – Digital Education Review, 2021
This study aims to determine the perceptions families have about their children's use of Information and Communication Technologies, identifying usage habits and their effects on the management of emotions, within the academic and social settings. The study was conducted with a total of 253 families from throughout Spain, whose children are…
Descriptors: Information Technology, Adolescents, Secondary School Students, Family Attitudes
Biehler, Rolf; Fleischer, Yannik – Teaching Statistics: An International Journal for Teachers, 2021
This paper reports on progress in the development of a teaching module on machine learning with decision trees for secondary-school students, in which students use survey data about media use to predict who plays online games frequently. This context is familiar to students and provides a link between school and everyday experience. In this…
Descriptors: Secondary School Students, Artificial Intelligence, Man Machine Systems, Educational Technology
Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games