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Gillern, Sam; Nash, Brady – Journal of Adolescent & Adult Literacy, 2023
Scholars in recent years have explored the connections between video games, literacy, and learning. Research illustrates that video games can serve as texts for engagement and analysis in English language arts classrooms. Scholars have also demonstrated how games themselves effectively integrate a complex array of learning principles that help…
Descriptors: Accessibility (for Disabled), Video Games, Language Arts, Design
Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2023
As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor's degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain…
Descriptors: Classification, Video Games, Bachelors Degrees, College Curriculum
Robinson, Bradley – Journal of Literacy Research, 2023
This study focused on the digital design practices of Raul, a 15-year-old participant at a summer video game design camp for adolescents. As Raul developed his original game, "You Will Perish," I wondered what his design process might reveal about (a) the practice of affectively and procedurally literate video game design and (b) the…
Descriptors: Video Games, Design, Adolescents, Barriers
Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
Günes, Mustafa; Dilipak, Hakan – Journal of Learning and Teaching in Digital Age, 2021
The purpose of this work is, before the mission, training of personnel searching for explosives with metallic mine detectors for their operations in the battlefield and gaining experience by searching for explosives in a virtual environment. In this context, a search model was created by determining the factors affecting the search for explosives…
Descriptors: Game Based Learning, Identification, Video Games, Hazardous Materials
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Rafner, Janet; Biskjaer, Michael Mose; Zana, Blanka; Langsford, Steven; Bergenholtz, Carsten; Rahimi, Seyedahmad; Carugati, Andrea; Noy, Lior; Sherson, Jacob – Creativity Research Journal, 2022
Creativity assessments should be valid, reliable, and scalable to support various stakeholders (e.g., policy-makers, educators, corporations, and the general public) in their decision-making processes. Established initiatives toward scalable creativity assessments have relied on well-studied standardized tests. Although robust in many ways, most…
Descriptors: Creativity, Evaluation Methods, Video Games, Computer Assisted Testing
Dishon, Gideon – Educational Technology Research and Development, 2021
Video games' capacity to facilitate complex and interactive modes of engagement has led to their portrayal as particularly effective means for designing authentic and situated learning environments, which overcome the artificial and abstract nature of conventional teacher-centered schooling. Focusing on the intentional use of progressive-oriented…
Descriptors: Educational Games, Video Games, Design, Learning Processes
Jackson, Renee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2022
This research is about bringing social justice art education into classrooms through the medium of video games and exploring the ways in which video game design can be a learning tool that can make contributions to and engage in social justice work. Drawing from a case-study research project with a small group of middle school students, through…
Descriptors: Cooperative Learning, Video Games, Educational Games, Design
Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
Albarracín, Lluís; Hernàndez-Sabaté, Aura; Gorgorió, Núria – International Journal of Mathematical Education in Science and Technology, 2022
In this article, we present an educational proposal designed to work on spatial geometry and three-dimensional thinking with students in the last years of Primary Education. The proposal is comprised of several activities that combine the use of a classroom videogame and working with manipulative materials to create a representation of the…
Descriptors: Video Games, Design, Spatial Ability, Geometric Concepts
Bircan, Mehmet Akif – International Journal of Curriculum and Instruction, 2022
The aim of this study is to determine the level of compliance of the educational digital game designs developed by the form teachers for teaching mathematics with the determined criteria and to analyze the opinions of the classroom teachers on the educational digital game design process. Case study, one of the qualitative research designs, was…
Descriptors: Educational Games, Video Games, Design, Mathematics Teachers