Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Education Development Center,… | 2 |
Australian Primary… | 1 |
English in Australia | 1 |
Learning Disability Quarterly | 1 |
Mind, Culture, and Activity | 1 |
Physical Educator | 1 |
Technology, Pedagogy and… | 1 |
Author
Brett, Jessica | 2 |
Parris, John | 2 |
Tally, William | 2 |
Barab, Sasha A. | 1 |
Basham, James D. | 1 |
Becht, Kathleen | 1 |
Calleja, Paul | 1 |
Dodge, Tyler | 1 |
Ellis, Michelle | 1 |
Gotch, Chad M. | 1 |
Ingram-Goble, Adam | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 5 |
Reports - Descriptive | 2 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Grade 4 | 8 |
Elementary Education | 7 |
Grade 5 | 4 |
Intermediate Grades | 4 |
Early Childhood Education | 2 |
Middle Schools | 2 |
Primary Education | 2 |
Grade 3 | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Audience
Location
Philippines | 2 |
Arkansas | 1 |
Australia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
National Assessment of… | 1 |
What Works Clearinghouse Rating
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Shewmake, Cole J.; Merrie, Michael D.; Calleja, Paul – Physical Educator, 2015
Literature indicates that technology, including exergaming, is popular among adolescents and can be used as a supplemental tool in the physical education classroom. Therefore, the purpose of this study was to examine third and fourth grade students' perceived enjoyment and exertion levels toward exergaming in relation to traditional physical…
Descriptors: Physical Education, Video Games, Supplementary Education, Elementary School Students
Thomas, Troy A.; Wiest, Lynda R. – Australian Primary Mathematics Classroom, 2013
Troy Thomas and Lynda Wiest share an engaging lesson on statistics involving analysis of real-world data on the top ten video game sales in the United States during a one-week period. Three upper-primary classes completed the lesson, providing insight into the lesson's effectiveness. The lesson description includes attention to the manner in which…
Descriptors: Video Games, Statistics, Statistical Analysis, Mathematics Instruction
Marino, Matthew T.; Gotch, Chad M.; Israel, Maya; Vasquez, Eleazar, III; Basham, James D.; Becht, Kathleen – Learning Disability Quarterly, 2014
This article examined the performance of 57 students with learning disabilities (LD) from four middle schools. Students were followed over the course of a school year in their inclusive science classrooms as they alternated between the use of traditional curricular materials for some units of study and materials that were supplemented with video…
Descriptors: Access to Education, Science Instruction, Middle School Students, Learning Disabilities
Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Pettyjohn, Patrick; Peppler, Kylie; Volk, Charlene; Solomou, Maria – Mind, Culture, and Activity, 2010
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although…
Descriptors: Video Games, Play, Design, Educational Games
O'Rourke, John; Main, Susan; Ellis, Michelle – Technology, Pedagogy and Education, 2013
A Chinese proverb suggests "Tell me and I'll forget; show me and I may remember; involve me and I'll understand." How to involve or engage today's learner is at the forefront of much educational research and was the impetus for the study reported herein. This study explored the perceptions of Year 4/5 students from nine separate schools…
Descriptors: Foreign Countries, Mathematics Skills, Educational Research, Self Esteem
Wilhelm, Jeffrey D. – English in Australia, 2007
This article explores the conditions of "flow" experience from two studies into the literate lives of young men (Smith and Wilhelm 2002; 2006) that were explanatory, when present, of motivation and engagement in various activities including literacy, and when absent, of a lack of motivation and engagement in various activities including literacy.…
Descriptors: Reading Habits, School Activities, Video Games, Motivation