Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 9 |
Descriptor
Video Games | 9 |
High School Students | 5 |
Educational Games | 4 |
Adolescents | 3 |
Athletics | 2 |
Computer Games | 2 |
Creativity | 2 |
Game Based Learning | 2 |
Health Behavior | 2 |
Life Style | 2 |
Obesity | 2 |
More ▼ |
Source
Author
Shute, Valerie J. | 2 |
Alert, Marissa D. | 1 |
Baker, Ryan S. | 1 |
Barclay, Paul A. | 1 |
Bowers, Clint | 1 |
Duff, Christine | 1 |
Gallup, Adam | 1 |
Gallup, Jennifer | 1 |
Gunter, Glenda | 1 |
Hess, Taryn | 1 |
Joshua M. Patterson | 1 |
More ▼ |
Publication Type
Reports - Research | 9 |
Journal Articles | 6 |
Speeches/Meeting Papers | 2 |
Tests/Questionnaires | 2 |
Collected Works - General | 1 |
Education Level
Secondary Education | 6 |
High Schools | 5 |
Grade 11 | 2 |
Grade 12 | 2 |
Grade 9 | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Elementary Education | 1 |
Grade 10 | 1 |
Grade 8 | 1 |
Higher Education | 1 |
More ▼ |
Audience
Location
Florida | 9 |
Pennsylvania | 2 |
Arizona | 1 |
California | 1 |
Colorado | 1 |
Georgia | 1 |
Guam | 1 |
Louisiana | 1 |
Marshall Islands | 1 |
Massachusetts | 1 |
Minnesota | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Raven Progressive Matrices | 1 |
Youth Risk Behavior Survey | 1 |
What Works Clearinghouse Rating
Joshua M. Patterson – International Journal of Game-Based Learning, 2024
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that…
Descriptors: High School Students, Charter Schools, Game Based Learning, Video Games
Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
Barclay, Paul A.; Bowers, Clint – International Journal of Game-Based Learning, 2018
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the…
Descriptors: Educational Games, Video Games, Learner Engagement, Outcomes of Education
Shute, Valerie J.; Rahimi, Seyedahmad – Grantee Submission, 2021
Creativity has been of research interest to psychologists dating back many decades, and is currently recognized as one of the essential skills needed to succeed in our complex, interconnected world. One medium that has affordances to assess and support creativity in young people is video games. In this paper, we briefly discuss the literature on…
Descriptors: Creativity, Creativity Tests, Physics, Educational Games
Alert, Marissa D.; Saab, Patrice G.; Llabre, Maria M.; McCalla, Judith R. – Health Education & Behavior, 2019
Little is known about the correlates of physical activity and sedentary behavior in Hispanic adolescents. This study examined at baseline and 2-year follow-up: (1) the relationship between self-efficacy for physical activity and physical activity, (2) the association of weight perception with physical activity and sedentary behavior, and (3)…
Descriptors: Self Efficacy, Obesity, Self Concept, Physical Activity Level
Gallup, Jennifer; Duff, Christine; Serianni, Barbara; Gallup, Adam – Education and Training in Autism and Developmental Disabilities, 2016
A phenomenological study was conducted to investigate the social experiences and perceptions of friendship among three adolescents with an Autism Spectrum Disorder (ASD) engaged in online videogame play in the context of a massively multiplayer online role-playing game (MMORPG). Semi-structured interviews with three participants, diagnosed with…
Descriptors: Socialization, Friendship, Computer Games, Role Playing
Shute, Valerie J.; Wang, Lubin – International Association for Development of the Information Society, 2013
This paper examines possible improvement to problem solving skills as a function of playing the video game "Portal 2." Stealth assessment is used in the game to evaluate students' problem solving abilities--specifically basic and flexible rule application. The stealth assessment measures will be validated against commonly accepted…
Descriptors: Problem Solving, Video Games, Student Evaluation, High School Students
Hess, Taryn; Gunter, Glenda – British Journal of Educational Technology, 2013
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…
Descriptors: Online Courses, Video Games, Mixed Methods Research, Student Motivation
Shaw, Frederic E., Ed. – Centers for Disease Control and Prevention, 2008
The "Morbidity and Mortality Weekly Report" ("MMWR") Series is prepared by the Centers for Disease Control and Prevention (CDC). Data in the weekly "MMWR" are provisional, based on weekly reports to CDC by state health departments. This issue of "MMWR" contains the following studies: (1) Youth Risk Behavior…
Descriptors: Death, Heart Disorders, Acquired Immunodeficiency Syndrome (AIDS), Sexually Transmitted Diseases