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Swart, Michael I.; Schenck, Kelsey E.; Xia, Fangli; Kim, Doy; Kwon, Oh Hoon; Nathan, Mitchell J.; Walkington, Candace – Grantee Submission, 2020
The Hidden Village (THV) is a motion-capture video game for investigating how physical movements foster mathematical thinking and proof practices based on principles of embodied cognition. Analysis of the interactions of students in an all-Limited English Proficiency Title 1 high school geometry classroom revealed ways simulated enactment and…
Descriptors: Geometry, Mathematics Instruction, Thinking Skills, Validity
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
Keller, Thomas; Hebeisen, Andreas; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
Students with special needs in mathematics lessons can be specifically supported through virtual reality (VR) if they are offered virtual learning environments that offer real benefits through their implementation in VR. In addition to learning by doing, the visualization of mathematical facts in 3D for the training of imagination can offer added…
Descriptors: Students with Disabilities, Special Needs Students, Educational Technology, Technology Uses in Education
Nazirzadeh, Mohammad Javad; Çagiltay, Kürsat; Karasu, Necdet – International Association for Development of the Information Society, 2017
It is understood that, for mentally disabled people, it is hard to generalize skills and concepts from one setting to another. One approach to teach generalization is solving the problems related to their daily lives, which helps them to reinforce some of their behaviors that would occur in the natural environment. The aim of this study is to…
Descriptors: Foreign Countries, Intellectual Disability, Special Education, Educational Games
Sheffield, Anneliese; Lin, Lin – International Association for Development of the Information Society, 2013
Parent-child relationships may be strengthened when parents and children play video games together. Literature is limited in addressing the impact of co-playing video games on parent-child relationships. Family systems theory, in particular, parental mediation through co-play, may provide insights into parent-child relationships. Parents who…
Descriptors: Parent Child Relationship, Video Games, Gender Differences, Parenting Styles
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
Ellison, Tisha Lewis; Evans, Jessica N. – School Community Journal, 2016
This article explores six effective principles for teachers to use to understand and apply "Minecraft" in today's classrooms. Video games have become one of the fastest growing forms of media for youth and adult consumers. "Minecraft," a multiplayer online game (MOG), is one of the most popular video games to date. By allowing…
Descriptors: Video Games, Technology Uses in Education, Educational Research, Educational Benefits
Gresalfi, Melissa Sommefeld; Rittle-Johnson, Bethany; Loehr, Abbey M.; Nichols, Isaac Thomas; McCracken, Charity – AERA Online Paper Repository, 2016
The purpose of this study is to explore how different game designs support students' learning and enjoyment of fractions, specifically, early learning of equivalence and ordering. Two sets of games were contrasted, one that was characterized as "exploratory and implicit," and a second that was characterized as "directive and…
Descriptors: Educational Games, Mathematics Instruction, Fractions, Teaching Methods
Barbosa Gomez, Luisa Fernanda; Bohorquez Sotelo, Maria Cristina; Roja Higuera, Naydu Shirley; Rodriguez Mendoza, Brigitte Julieth – International Association for Development of the Information Society, 2016
Learning resources are part of the educational process of students. However, how video games act as learning resources in a population that has not selected the virtual formation as their main methodology? The aim of this study was to identify the influence of a video game in the learning process of brain evolution. For this purpose, the opinions…
Descriptors: Foreign Countries, College Students, Video Games, Educational Games
Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Computer Games, Video Games
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi – International Association for Development of the Information Society, 2014
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Descriptors: Foreign Countries, Educational Games, Computer Games, Video Games
Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Video Games, Addictive Behavior
Cutumisu, Maria – International Association for Development of the Information Society, 2017
This paper examines the impact of the informational value of feedback choices on students' performance, their choice to revise, and the time they spend designing posters and reading feedback in an assessment game. Choices to seek confirmatory or critical feedback and to revise posters in a poster design task were collected from a hundred and six…
Descriptors: Feedback (Response), Value Judgment, Evaluation Methods, Grade 8
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías – Research-publishing.net, 2016
This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…
Descriptors: Second Language Learning, Indo European Languages, Video Games, Second Language Instruction