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Jenson, Jennifer; Droumeva, Milena – Electronic Journal of e-Learning, 2016
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on "game construction" pedagogy as a vehicle for enhancing…
Descriptors: Media Literacy, Computation, Thinking Skills, Foreign Countries
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Manusos, Dominick O.; Busby, Joe R.; Clark, Aaron C. – Technology and Engineering Teacher, 2013
The article provides information on the changing rules in the authentic designs in gaming. It states that board games have been used to teach before a traditional classroom setting was ever put in place. It mentions that technology, engineering, and design education teachers would do well to develop their assignments to lead students into…
Descriptors: Games, Play, Design, STEM Education
Shaffer, Jeannette R. – ProQuest LLC, 2012
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
Descriptors: High School Students, Student Characteristics, Computer Games, Social Influences
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Clark, Aaron C.; Ernst, Jeremy – Journal of STEM Education: Innovations and Research, 2009
This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…
Descriptors: Video Games, Technology Education, Public Education, High School Students
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Oren, Michael; Harding, Chris; Bonebright, Terri L. – Journal of Visual Impairment & Blindness, 2008
This article reports on the evaluation of a novel audio platform game that creates a spatial, interactive experience via audio cues. A pilot study with players with visual impairments, and usability testing comparing the visual and audio game versions using both sighted players and players with visual impairments, revealed that all the…
Descriptors: Cues, Visual Impairments, Testing, Evaluation
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Lin, Ming-Chao; Tutwiler, M. Shane; Chang, Chun-Yen – Learning, Media and Technology, 2011
This study investigated the relationship between the use of a three-dimensional Virtual Reality Learning Environment for Field Trip (3DVLE[subscript (ft)]) system and the achievement levels of senior high school earth science students. The 3DVLE[subscript (ft)] system was presented in two separate formats: Teacher Demonstrated Based and Student…
Descriptors: Field Trips, Intervention, Student Attitudes, Computer Simulation