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Christina D. Brooks – ProQuest LLC, 2022
Students in Urban District 1 were not meeting grade level learning outcomes in mathematics on state- and district-administered benchmark assessments. The purpose of this study was to determine if including a specific educational video game (EVG), Prodigy, in mathematics instruction with third-grade students would influence students' math…
Descriptors: Urban Schools, Video Games, Educational Games, Mathematics Instruction
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Sarah Gann – ProQuest LLC, 2024
The October 2021 declaration of a national emergency for child and adolescent mental health resulted in the call for innovative methods for addressing barriers to seeking care, including the suggestion of mental health apps using transdiagnostic approaches. In line with this, the current study sought to validate the app "Amaru: The Self-Care…
Descriptors: Barriers, Access to Health Care, Mental Health, Computer Oriented Programs
Liza M. Fiorello – ProQuest LLC, 2023
Recent advancements in technology have created enriching and engaging learning opportunities in education. Today, online games are used more frequently in education in an attempt to engage students in learning activities and help increase student participation for students with and without disabilities. However, limited research has been conducted…
Descriptors: Teacher Attitudes, Middle School Teachers, Middle School Students, Students with Disabilities
Game Based Learning: The Effects of DragonBox 12+ on Algebraic Performance of Middle School Students
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle School Students
Hortinela-Duden, Richel C. – ProQuest LLC, 2019
Training in social and emotional skills is critical for success, both in school and life. The lack of funding for programs and trained, skilled professionals leaves many children without the essential tools required to form emotional coping strategies and navigate social relationships. An Intelligent Tutoring System (ITS) is an effective tool that…
Descriptors: Behavior, Socialization, Video Games, Technology Uses in Education
Cooper, Lynette Renee – ProQuest LLC, 2018
The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This…
Descriptors: Mathematics Achievement, Academically Gifted, Educational Games, Video Games
Holly Yvonne Freeman Pope – ProQuest LLC, 2017
This dissertation examines the digital game-based learning experiences of historically underserved students in their elementary mathematics classes. Using the Digital Math Game-Based Experience Framework, I describe their experience in terms of the mathematical proficiency gains, cultural models of high functioning digital math game players, and…
Descriptors: Game Based Learning, Video Games, Educational Technology, Elementary School Students
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
Siyahhan, Sinem – ProQuest LLC, 2011
The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…
Descriptors: Educational Games, Video Games, Parent Child Relationship, Design
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
Evans, Arthur William, III – ProQuest LLC, 2010
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the "science of…
Descriptors: Video Games, Military Training, Goal Orientation, Program Effectiveness