Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 5 |
Descriptor
Design | 5 |
Grade 9 | 5 |
Video Games | 5 |
Grade 8 | 3 |
Case Studies | 2 |
Educational Games | 2 |
Educational Technology | 2 |
Foreign Countries | 2 |
Grade 10 | 2 |
Junior High School Students | 2 |
Mixed Methods Research | 2 |
More ▼ |
Source
Association for the… | 1 |
European Physical Education… | 1 |
Journal of Computers in… | 1 |
Learning, Media and Technology | 1 |
ProQuest LLC | 1 |
Author
Ackerman, Lyn Kajiwara | 1 |
André, Mauro | 1 |
Annetta, Leonard | 1 |
Bastiaens, Theo, Ed. | 1 |
Cheng, Meng-Tzu | 1 |
Folta, Elizabeth | 1 |
Fusarelli, Bonnie | 1 |
Hastie, Peter | 1 |
Holmes, Shawn | 1 |
Kim, Beaumie | 1 |
Lamb, Richard | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Tests/Questionnaires | 1 |
Education Level
Junior High Schools | 4 |
Grade 9 | 3 |
High Schools | 3 |
Middle Schools | 3 |
Secondary Education | 3 |
Grade 8 | 2 |
Adult Education | 1 |
Early Childhood Education | 1 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
More ▼ |
Audience
Location
Canada | 2 |
Austria | 1 |
Czech Republic | 1 |
Europe | 1 |
Hawaii | 1 |
Hungary | 1 |
Indonesia | 1 |
Israel | 1 |
Italy | 1 |
Japan | 1 |
New York (New York) | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
André, Mauro; Hastie, Peter – European Physical Education Review, 2018
A student-designed games (SDG) teaching unit could be described as the process in which students create, organise, practice and refine their own games within certain limits established by the teacher. This study compared how two different teaching approaches had an impact on students and their teacher. The researcher taught two SDG units to junior…
Descriptors: Teaching Methods, Physical Education, Educational Games, Student Participation
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities