Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 6 |
Descriptor
Foreign Countries | 8 |
Interviews | 8 |
Video Games | 8 |
Educational Technology | 5 |
Case Studies | 4 |
Technology Uses in Education | 4 |
Educational Games | 3 |
Handheld Devices | 3 |
Mathematics Skills | 3 |
Observation | 3 |
Teacher Attitudes | 3 |
More ▼ |
Source
Author
Main, Susan | 2 |
O'Rourke, John | 2 |
Chalup, Stephan K. | 1 |
Cox, Peter | 1 |
Deed, Craig | 1 |
Dorman, Jeffrey | 1 |
Dunjey, Helen | 1 |
Edwards, Debra | 1 |
Ellis, Michelle | 1 |
Farrelly, Cathleen | 1 |
Forrest, Greg | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 4 |
Collected Works - Proceedings | 1 |
Opinion Papers | 1 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Audience
Location
Australia | 8 |
California | 1 |
Canada | 1 |
Colombia | 1 |
Germany | 1 |
Italy | 1 |
Japan | 1 |
Malaysia | 1 |
Netherlands | 1 |
Taiwan | 1 |
Thailand (Bangkok) | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Main, Susan; O'Rourke, John; Morris, Julia; Dunjey, Helen – Issues in Educational Research, 2016
The way in which technologies support students with disability has been widely explored in recent times. Much of this research has focused on computer programs specifically designed to teach social and academic skills to students with disability. In the research reported in this paper we examined how students with disability could use technology…
Descriptors: Video Games, Educational Technology, Disabilities, Technology Uses in Education
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
O'Rourke, John; Main, Susan; Ellis, Michelle – Australasian Journal of Educational Technology, 2013
Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…
Descriptors: Foreign Countries, Educational Technology, Handheld Devices, Educational Games
Perlman, Dana; Forrest, Greg; Pearson, Phil – Australian Journal of Teacher Education, 2012
Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…
Descriptors: Physical Education, Physical Education Teachers, Expertise, Educational Opportunities
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
MacLean, Sarah – Journal of Youth Studies, 2007
Sociologists have observed that young people increasingly draw on global as well as local images in their constructions of individual selfhood. This article provides a narrative analysis of stories of inhalant use-induced hallucination, drawn from interviews conducted with young people in Melbourne, Australia. Young people's stories of the…
Descriptors: Popular Culture, Drug Use, Inhalants, Young Adults
Shrimpton, Bradley; Hurworth, Rosalind – Journal of Educational Multimedia and Hypermedia, 2005
Recently the Centre for Program Evaluation (CPE) at the University of Melbourne was approached by a mental health agency to undertake the unique and challenging task of evaluating a prototype CD-ROM based adventure game designed for young people recovering from psychosis. This unusual and inventive game, titled Pogo's Pledge, used…
Descriptors: Evaluation, Young Adults, Late Adolescents, Young Adults
Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran – Computer Science Education, 2005
Hex is a challenging strategy board game for two players. To enhance students' progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex…
Descriptors: Undergraduate Students, Student Attitudes, Programming, Questionnaires