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Cailyn N. Dougherty; Michelle Parker – English in Texas, 2023
Video games' popularity has continued to increase from their origins within a niche community to something engaged in by the general public. This field of literacy-making has a plethora of benefits to bridging skills both within and outside of the ELAR classroom for students of various backgrounds and skill sets, including language learners and…
Descriptors: Video Games, Literacy, Language Arts, Game Based Learning
Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Bacalja, Alexander; Nash, Brady L. – English Teaching: Practice and Critique, 2023
Purpose: This paper aims to explore the characteristics of playful literacies in case study research examining digital games in secondary English classrooms. It analyzes how educators use play as a resource for meaning-making and the impacts of play on student learning. Design/methodology/approach: The authors used a keyword search in relevant…
Descriptors: Secondary School Students, Play, Game Based Learning, Language Arts
Ya-Ting Yu; Mengping Tsuei – Interactive Learning Environments, 2023
This quasi-experimental study examined the effects of digital game-based learning (DGBL) on elementary-school students' Chinese language learning, self-efficacy and attention. In total, 126 fourth-graders participated in the study for 6 weeks. Two digital games with different mechanisms (completion-contingent and performance-contingent rewards)…
Descriptors: Game Based Learning, Learner Engagement, Attention Control, Self Efficacy
Smutny, Nicole Danice; Saal, Leah Katherine – Reading Teacher, 2021
In this article, the authors describe the impact of a reader response game in an English language arts classroom. They explore the theoretical intersection of game-based learning and "good games" and transactional theory as a framework for this practice. After incorporating a "good game" of reader response in classes, the…
Descriptors: Reader Response, Reader Text Relationship, Game Based Learning, Educational Games
Graham, Dakeyan C. – ProQuest LLC, 2022
Teacher perception has been demonstrated to be a key contributor to instructional practices within the classroom. As additional technologies become available to enhance and supplement instructional practices, game-based learning has emerged as an included component to classroom strategies for improved student achievement. With primary focus within…
Descriptors: Elementary School Teachers, Teacher Attitudes, Game Based Learning, English Instruction
Ka-Yan Fung; Lik-Hang Lee; Pan Hui; Shenghui Song – IEEE Transactions on Learning Technologies, 2024
The COVID-19 pandemic has suspended physical classes and influenced students from underprivileged groups more seriously due to their poor living conditions and digital disadvantages. To understand the impact of the constrained learning, we conducted a study on game-based learning to examine the effectiveness of computer-aided and autonomous…
Descriptors: COVID-19, Pandemics, School Closing, Disadvantaged Youth
Johnson, Lindy L.; Kim, Grace MyHyun – English Teaching: Practice and Critique, 2021
Purpose: The purpose of this study is to examine the use of game-based learning for approximations of practice within a critical, project-based (CPB) clinical experience for preservice teachers (PSTs). Within the clinical experience, secondary English Language Arts PSTs practiced modeling argumentative thinking through playing a board game,…
Descriptors: Game Based Learning, Preservice Teacher Education, Student Projects, Active Learning
Aimee Trieu – ProQuest LLC, 2023
Technological advancements continue to present a variety of learning opportunities for students. The purpose of this interpretative phenomenological analysis (IPA) study is to seek an understanding about students' experiences with a virtual reality (VR) activity in an Advanced Placement English course. Analyzing the observations and interactions…
Descriptors: Computer Simulation, Reading Skills, English Instruction, Language Arts
Baek, Youngkyun; Min, Ellen; Yun, Seongchul – Computers in the Schools, 2020
This study explored the educational potential of Minecraft, which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data were gathered from 28 articles that were indicative of three categories: integration into curriculum; student engagement, interest, and enthusiasm; and knowledge and…
Descriptors: Video Games, Technology Uses in Education, Learner Engagement, Skill Development
Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement