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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
Annette Sundqvist; Nikola Majerle; Mikael Heimann; Felix-Sebastian Koch – Journal of Early Childhood Research, 2024
A child's vocabulary ability may be influenced by many different factors in their home environment. The present study focused on supportive aspects in home environments and the relation to children's vocabulary size through an online study where 166 parents of children aged 47.63 months (range 33.7-59.9 months) responded. Children's home literacy…
Descriptors: Family Environment, Literacy, Information Technology, Vocabulary Development
Evaldsson, Ann-Carita – International Journal for Research on Extended Education, 2021
In this study, particular focus is on micro-ethnographic studies of children's peer play-in-action and how children create shared peer cultures through their collaborative performances in situated game activities. It will be shown how children create micro dramas in play that serve as cultural frameworks to i) dramatize and transform experiences…
Descriptors: Play, Peer Relationship, Foreign Countries, Games
Maivorsdotter, Ninitha; Quennerstedt, Mikael – European Physical Education Review, 2019
Digitisation is an ongoing process in society as well as in physical education (PE) and research has identified digital technologies as a trend that influences the PE curriculum. A number of studies have explored the topic from different angles, although very few have empirically looked at the critical aspects of digitised PE in educational…
Descriptors: Gender Differences, Epistemology, Physical Education, Information Technology
Kjällander, Susanne; Frankenberg, Sofia Johnson – International Journal of Research & Method in Education, 2018
This article takes its point of departure in the research methodology of a comprehensive and multi-disciplinary innovative intervention study in Swedish preschools with preschoolers aged 3-5, involving two digital learning games focusing early math and executive functions. Based on a combination of video-ethnography, focus groups, field notes and…
Descriptors: Foreign Countries, Intervention, Preschool Education, Preschool Children
Danby, Susan; Evaldsson, Ann-Carita; Melander, Helen; Aarsand, Pål – British Journal of Educational Technology, 2018
Collaboration is an important aspect of social activity associated with young children's digital gameplay. Children organise their participation as they communicate with and support one another, through sharing knowledge and problem-solving strategies, displaying their expertise, encouraging others and creatively exploring possibilities for…
Descriptors: Cooperation, Video Games, Young Children, Play
Nyberg, Gunn; Meckbach, Jane – Physical Education and Sport Pedagogy, 2017
Background: A fundamental dimension of school physical education (PE) is arguably movement and movement activities. However, there is a lack of discussion in the context of PE regarding what can be called the capability to move in terms of coordinative abilities, body consciousness and educing bodily senses. Purpose: This article explores and…
Descriptors: Movement Education, Physical Education, Dance, Foreign Countries
Schmidt, Catarina – Ethnography and Education, 2020
This paper draws on a longitudinal ethnography of nine children's use of texts in and out of school in a multilingual setting in Sweden. The aim of this contribution is to reflect on the ways in which four out of these nine children are able to represent their literacies in school and in that way also represent their experiences and identities.…
Descriptors: Ethnography, Democracy, Power Structure, Multilingualism
Gibbs, Béatrice; Quennerstedt, Mikael; Larsson, Håkan – European Physical Education Review, 2017
This article explores the different ways in which a dance exergame can be used to teach dance in upper secondary school physical education. Particular attention is paid to the learning processes that students are involved in when the dance game is used as a teaching resource. A socio-cultural perspective on learning constitutes the analytical…
Descriptors: Foreign Countries, Dance Education, Physical Education, Teaching Methods
Almqvist, Jonas; Meckbach, Jane; Öhman, Marie; Quennerstedt, Mikael – SAGE Open, 2016
The use of educational computer games in physical education (PE) has become more popular in recent years and has attracted research interest. The aim of the article is to investigate how physical activities and images of the human body are offered by the game. The results show how the "teacher" constituted in the games is one who…
Descriptors: Educational Technology, Technology Uses in Education, Physical Education, Physical Activities
Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders – Journal of Computing in Higher Education, 2017
This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…
Descriptors: Inclusion, Computer Games, Handheld Devices, Visual Impairments
Marklund, Leif; Dunkels, Elza – Early Years: An International Journal of Research and Development, 2016
This paper presents different angles on the subject of digital play as a means to develop children's literacy and power, using an online ethnographical study of Swedish preschool teachers' discussions in informal online forums. Question posts (n = 239) were analysed using the Technological Pedagogical Knowledge framework and the Caring, Nurturing…
Descriptors: Foreign Countries, Preschool Children, Preschool Education, Emergent Literacy
Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie – International Journal of Game-Based Learning, 2015
The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…
Descriptors: Foreign Countries, Junior High School Students, Exercise, Educational Games
Mozelius, Peter – ICTE Journal, 2018
Game-based learning has been a rapidly expanding field in the 21th century, with research reports praising the motivational effects and learning outcomes of games. At the same time there have been doubts on the learning outcomes of even the most seriously designed learning games. The generation that today enrols for university programmes is in…
Descriptors: Educational Games, Game Based Learning, Outcomes of Education, Student Attitudes
Wasterfors, David – Disability & Society, 2011
Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…
Descriptors: Play, Video Games, Disabilities, Foreign Countries
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