Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 14 |
Descriptor
Data Analysis | 14 |
Video Games | 14 |
Educational Games | 5 |
Foreign Countries | 5 |
Computer Games | 4 |
Data Collection | 4 |
Design | 4 |
Educational Technology | 4 |
Problem Solving | 4 |
Technology Uses in Education | 4 |
Academic Achievement | 3 |
More ▼ |
Source
Author
Kerr, Deirdre | 2 |
Lacasa, Pilar | 2 |
Monjelat, Natalia | 2 |
Abs, Daniel | 1 |
Anderson, Michelle | 1 |
Barata, Gabriel | 1 |
Bedin, Livia Maria | 1 |
Behrens, John T. | 1 |
Bjorner, Thomas | 1 |
Cano, Ana Rus | 1 |
Casas, Ferran | 1 |
More ▼ |
Publication Type
Journal Articles | 14 |
Reports - Research | 8 |
Reports - Evaluative | 4 |
Reports - Descriptive | 2 |
Education Level
Secondary Education | 4 |
Elementary Education | 3 |
Higher Education | 3 |
Middle Schools | 3 |
Postsecondary Education | 3 |
Grade 6 | 2 |
Grade 8 | 2 |
Intermediate Grades | 2 |
Junior High Schools | 2 |
Elementary Secondary Education | 1 |
Grade 7 | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Snodgrass, Jeffrey G.; Clements, Kaylin R.; Nixon, William Cody; Ortega, Cynthia; Lauth, Samantha; Anderson, Michelle – Field Methods, 2020
We present a qualitative data analysis framework that integrates perspectives from theme analysis, cultural models analysis, grounded theory, and content analysis. We demonstrate how these research traditions are united in their aim to, first, uncover meaningful themes and, subsequently, to understand those themes' relationships to each other. To…
Descriptors: Qualitative Research, Data Analysis, Content Analysis, Grounded Theory
Ferguson, Sarah – Mathematics Teaching in the Middle School, 2019
Building sets, video games, and scatterplots may seem unrelated, but when they are combined into a problem-based learning (PBL) lesson, these elements join to create a unique learning experience. PBL lessons drive instruction by focusing learning and activities around a central challenge or question while providing a relevant, captivating, and…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Based Learning, Problem Solving
Cano, Ana Rus; Fernández-Manjón, Baltasar; García-Tejedor, Álvaro J. – British Journal of Educational Technology, 2018
Serious Games (SGs), defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students. However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical…
Descriptors: Educational Games, Intellectual Disability, Down Syndrome, Adults
Monjelat, Natalia; Méndez, Laura; Lacasa, Pilar – Technology, Pedagogy and Education, 2017
Student interaction in school contexts is a topic that has been researched from many different perspectives. However, the role of students as tutors scaffolding other peers is not normally addressed, since studies are usually focused on the teacher. Moreover, considering the many technologies that can support students' work nowadays, studies…
Descriptors: Tutors, Scaffolding (Teaching Technique), Video Games, Problem Solving
Kerr, Deirdre – Journal of Educational Data Mining, 2015
This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…
Descriptors: Information Retrieval, Data Analysis, Video Games, Educational Games
CyGaMEs Selene Player Log Dataset: Gameplay Assessment, Flow Dimensions and Non-Gameplay Assessments
Reese, Debbie Denise – British Journal of Educational Technology, 2015
The "Selene: A Lunar Construction GaME" instructional video game is a robust research environment (institutional review board approved) for investigating learning, affect, and the CyGaMEs Metaphorics approach to instructional video game design, embedded assessment, and informatics analysis and reporting. CyGaMEs applies analogical…
Descriptors: Video Games, Educational Technology, Research, Design
Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies
Schonau-Fog, Henrik; Bjorner, Thomas – Bulletin of Science, Technology & Society, 2012
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Descriptors: Foreign Countries, Computer Games, Video Games, College Students
Martin, Crystle – Bulletin of Science, Technology & Society, 2012
This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…
Descriptors: Information Sources, Self Concept, Males, Novices
Sarriera, Jorge Castella; Abs, Daniel; Casas, Ferran; Bedin, Livia Maria – Social Indicators Research, 2012
This paper's main objective is to show relations between interest in media, perceived social support and adolescents' personal well-being. For this purpose, 1,589 Brazilian adolescents answered a questionnaire containing Cummins' Personal Well-Being, Vaux's Social Support Appraisals and Casas' interest in media scales. The media in study are: The…
Descriptors: Video Games, Structural Equation Models, Adolescents, Data Analysis
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
Monjelat, Natalia; Mendez-Zaballos, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2012
Introduction: Video games have proven to be a valuable resource to work different school subjects and topics. Beyond specific content, they could help to develop different abilities, like problem solving. However, not much has been studied on this topic, or many of the studies followed a perspective not entirely compatible with an educational…
Descriptors: Teaching Methods, Ethnography, Discourse Analysis, Problem Solving
Mislevy, Robert J.; Behrens, John T.; Dicerbo, Kristen E.; Levy, Roy – Journal of Educational Data Mining, 2012
"Evidence-centered design" (ECD) is a comprehensive framework for describing the conceptual, computational and inferential elements of educational assessment. It emphasizes the importance of articulating inferences one wants to make and the evidence needed to support those inferences. At first blush, ECD and "educational data…
Descriptors: Educational Assessment, Psychometrics, Evidence, Computer Games
Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games