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López-Arcos, J. R.; Padilla-Zea, N.; Paderewski, P.; Gutiérrez, F. L. – International Journal of Web-Based Learning and Teaching Technologies, 2017
The use of video games as an educational tool initially causes a higher degree of motivation in students. However, the inclusion of educational activities throughout the game can cause this initial interest to be lost. A good way to maintain motivation is to use a good story that is used as guiding thread with which to contextualize the other…
Descriptors: Instructional Design, Story Telling, Educational Games, Video Games
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
Hogue, Andrew; Kapralos, Bill; Desjardins, Francois – Interactive Technology and Smart Education, 2011
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
Descriptors: Foreign Countries, Computer Science Education, Information Technology, Laptop Computers
Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
Hansen, Lisa; Sanders, Steve – ICHPER-SD Journal of Research, 2010
Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…
Descriptors: Physical Education, Physical Activities, Video Games, Persistence
Amory, Alan – Australasian Journal of Educational Technology, 2010
The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…
Descriptors: Foreign Countries, Health Education, Video Games, Case Studies
Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill – Computers in the Schools, 2012
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Gilbert, Juan E.; Eugene, Wanda; Swanier, Cheryl; Arbuthnot, Keena; Hood, Stafford; Grant, Michael McKenzie; West, Melanie L. – Journal of Educational Technology, 2008
When culture is integrated into the mathematics classroom, it improves students' academic achievement, helps move classrooms towards an equitable learning environment, helps students to have positive beliefs about mathematics, and integrates mathematics with other disciplines. Moreover, if you observe today's kids, the use of video games in their…
Descriptors: Culturally Relevant Education, Instructional Design, Educational Practices, Case Studies
Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics