Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 6 |
Descriptor
Correlation | 6 |
Online Surveys | 6 |
Video Games | 6 |
Academic Achievement | 2 |
Grade Point Average | 2 |
High School Students | 2 |
Homework | 2 |
Middle School Students | 2 |
Preferences | 2 |
Student Surveys | 2 |
Undergraduate Students | 2 |
More ▼ |
Source
College Student Journal | 1 |
Computers & Education | 1 |
Electronic Journal of… | 1 |
International Journal of… | 1 |
International Journal of… | 1 |
Journal of Educational… | 1 |
Author
Hamlen, Karla R. | 2 |
Allsop, Yasemin | 1 |
Burgess, Melinda C. R. | 1 |
Burgess, Stephen R. | 1 |
De Troyer, Olga | 1 |
Dunlap, Eloise | 1 |
Elliott, Luther | 1 |
Jessel, John | 1 |
McGinsky, Elizabeth | 1 |
Ream, Geoffrey | 1 |
Sajjadi, Pejman | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
High Schools | 2 |
Middle Schools | 2 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Italy | 1 |
United Kingdom (England) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga – Electronic Journal of e-Learning, 2017
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Descriptors: Design, Multiple Intelligences, Preferences, Learning Modalities
Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise – International Journal of Mental Health and Addiction, 2012
A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…
Descriptors: Addictive Behavior, Video Games, Adults, Online Surveys
Hamlen, Karla R. – Journal of Educational Computing Research, 2014
The purpose of this study was to investigate relationships between strategies students use to overcome challenges in both video games and homework assignments, and whether or not these are predictors of academic performance in school. Data were collected through an online survey of students, primarily in middle and high school, assessing both…
Descriptors: Video Games, Predictor Variables, Teaching Methods, Homework
Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R. – College Student Journal, 2012
The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…
Descriptors: Homework, Mass Media Effects, Television, College Students
Hamlen, Karla R. – Computers & Education, 2012
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…
Descriptors: Influence of Technology, Video Games, Factor Analysis, Cheating