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Iveth Gómez Alvarez; Dilma Yañacc Pacuri; Segundo Salatiel Malca-Peralta; Wilter C. Morales-García – Electronic Journal of Research in Educational Psychology, 2024
Introduction: COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed…
Descriptors: Video Games, Addictive Behavior, Aggression, Adolescents
Merino-Campos, Carlos; del-Castillo, Héctor; Pascual-Gómez, Isabel – Education and Information Technologies, 2023
Much research has been done on the benefits of video games in a physical education context (Camunas-Vega & Alcaide-Risoto, 2020; Fang et al., 2020). However, little attention has so far been paid to the effectiveness of commercial video games combined with actual basketball practice in helping students improve their reasoning skills (Chuang et…
Descriptors: Thinking Skills, Video Games, Physical Education, Team Sports
Sivrikaya, Tugba; Çetin, Müzeyyen Eldeniz – Journal of Learning and Teaching in Digital Age, 2023
This study aims to examine the digital game addiction levels of adolescent mainstreaming students in terms of various variables. 157 adolescent mainstreaming students between the ages of 12-18 who attend secondary school, Anatolian High School, Vocational and Technical Anatolian High School, and Vocational Education Center in Düzce province…
Descriptors: Computer Games, Video Games, Addictive Behavior, High School Students
Xiaotong Yang – ProQuest LLC, 2023
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts--either during or after gameplay--in enhancing students' cognitive engagement in…
Descriptors: Educational Games, Grade 10, High School Students, Foreign Countries
Danilo Freitas Rangel; Juliano Silva Lima; Eduardo Freitas Nobre Da Silva; Keltony de Aquino Ferreira; Leonardo Lopes Costa – Journal of Biological Education, 2024
It is essential that concepts surrounding species interactions and their importance for biodiversity conservation are widely taught and understood. Incorporating playfulness into ecological education initiatives can attract more interest in these aspects of ecology. Over the last three decades Pokémon has engaged with millions of people by…
Descriptors: Video Games, Creative Teaching, Ecology, Biodiversity
Student Learning and Literacy Practices When Video Games Are Incorporated into a Secondary Classroom
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz – Journal of Psychologists and Counsellors in Schools, 2024
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing…
Descriptors: Video Games, Addictive Behavior, Student Motivation, Learner Engagement
Hewett, Katherine J. E. – New Directions for Student Leadership, 2022
Video games are known to be engaging affinity spaces for youth gamers but how do they develop leadership skills? In order to explore a bridge between high school and college leadership competencies, it is beneficial to reflect on how they align with the collaborative leadership skills of classroom gamers. This article will explore how video games…
Descriptors: Video Games, Leadership Qualities, Skill Development, Student Leadership
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
Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
Michael Heater Jr. – ProQuest LLC, 2023
Disengagement from school represents the beginning stages of the general process which can end with dropout (Archambault et al., 2022; Henry et al., 2012). Disengagement, amplified by the recent impact of the COVID-19 pandemic, continues to impact the education of students in the United States, which if not addressed, can begin a cycle which may…
Descriptors: Video Games, Computer Games, Competition, Student Athletes
Joshua M. Patterson – International Journal of Game-Based Learning, 2024
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that…
Descriptors: High School Students, Charter Schools, Game Based Learning, Video Games
Zachary P. Lynch Watchilla – ProQuest LLC, 2024
The purpose of this study was to examine the Problem of Practice (POP) to determine if and how creating an Esports extracurricular program could potentially benefit and impact academic performance and attendance among high school students. The Dissertation in Practice (DIP) investigated how providing a daytime program could engage and motivate…
Descriptors: Extracurricular Activities, Academic Achievement, High School Students, Attendance
Tanner, Samuel Jaye – Urban Education, 2023
This article relies on nonrepresentational narrative research to consider improvisational urban literacy. The author uses narrative to theorize the choice to teach "Grand Theft Auto: San Andreas" in urban high school English classrooms. The author positions this decision as the surprising result of an improvisational, urban literacy…
Descriptors: Urban Education, Literacy Education, Creative Activities, Urban Schools