Publication Date
In 2025 | 0 |
Since 2024 | 9 |
Since 2021 (last 5 years) | 58 |
Since 2016 (last 10 years) | 100 |
Since 2006 (last 20 years) | 194 |
Descriptor
Instructional Effectiveness | 197 |
Video Games | 197 |
Educational Games | 90 |
Teaching Methods | 80 |
Foreign Countries | 70 |
Educational Technology | 66 |
Game Based Learning | 49 |
Student Attitudes | 44 |
Pretests Posttests | 38 |
Technology Uses in Education | 32 |
Computer Simulation | 31 |
More ▼ |
Source
Author
Alias, Norlidah | 2 |
Annetta, Leonard A. | 2 |
Barab, Sasha A. | 2 |
Cheng, Meng-Tzu | 2 |
Chuang, Tsung-Yen | 2 |
Chung, Gregory K. W. K. | 2 |
Gordillo, Aldo | 2 |
Jenson, Jennifer | 2 |
Lopez-Fernandez, Daniel | 2 |
Manero, Borja | 2 |
Novak, Elena | 2 |
More ▼ |
Publication Type
Education Level
Audience
Location
Taiwan | 9 |
Spain | 8 |
California | 6 |
Canada | 6 |
Australia | 4 |
Turkey | 4 |
Greece | 3 |
Iran | 3 |
Japan | 3 |
Malaysia | 3 |
North Carolina | 3 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Bender Visual Motor Gestalt… | 1 |
Multifactor Leadership… | 1 |
North Carolina End of Course… | 1 |
Test of English as a Foreign… | 1 |
Woodcock Johnson Tests of… | 1 |
Woodcock Johnson Tests of… | 1 |
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 2 |
Meets WWC Standards with or without Reservations | 2 |
What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Descriptors: Educational Games, Grade 6, Instructional Effectiveness, Mathematics
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad – Journal of Science Education and Technology, 2018
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of…
Descriptors: Curriculum Implementation, Educational Games, Science Materials, Science Curriculum
Stansbury, Jessica A. – Teaching of Psychology, 2017
An interactive learning module was developed and implemented in a social psychology course to teach concepts of the "self" via self-exploration and game play using "The SIMS[superscript 3]." Students volunteered to play the computer video game throughout a 5-week summer session as a supplement to reading the chapter in the…
Descriptors: Social Psychology, Virtual Classrooms, Educational Games, Video Games
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
Salehi, Hadi – International Journal of Learning and Change, 2017
This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…
Descriptors: Teaching Methods, Video Games, Second Language Learning, Second Language Instruction
Szymanski, Antonia; Benus, Matthew – International Journal of Game-Based Learning, 2015
Educators, designers and curriculum creators are interested in developing educational experiences that replicate the fun aspect of video games to increase student intrinsic motivation. This aspect, which compels players to engage with the game and persist despite failing, has the potential to increase student academic success. Researchers used…
Descriptors: Self Determination, Educational Technology, Technology Uses in Education, Video Games
Shiue, Ya-Ming; Hsu, Yu-Chiung – Online Submission, 2017
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
Descriptors: Foreign Countries, Computer Games, Video Games, Educational Games
Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling – International Association for Development of the Information Society, 2014
This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…
Descriptors: Foreign Countries, Business Administration Education, Educational Games, Video Games
Rosman, Fuziah; Alias, Norlidah; Rahman, Mohd Nazri Abdul; Dewitt, Dorothy – Malaysian Online Journal of Educational Technology, 2015
This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used…
Descriptors: Foreign Countries, Foreign Students, Universities, College Students
Castañeda, Daniel A.; Cho, Moon-Heum – Computer Assisted Language Learning, 2016
Interest in using mobile applications to enhance students' learning in Spanish classrooms runs high; however, little empirical research about their effects has been conducted. Using intentionally designed classroom activities to promote meaningful learning with a mobile application, we investigated the extent to which students of Spanish as a…
Descriptors: Spanish, Second Language Instruction, Educational Technology, Technology Uses in Education
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
Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
Arena, Dylan A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2014
Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics,…
Descriptors: Statistics, Video Games, Technology Uses in Education, Teaching Methods