NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 26 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
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
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
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
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
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
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
Peer reviewed Peer reviewed
Direct linkDirect link
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Johnson, Frances V. – ProQuest LLC, 2023
The use of digital game-based learning has increased in recent years. Educators have a plethora of digital tools to complement their pedagogical practices and to support student learning. This qualitative study examined how 10 high school math teachers perceived the use of Kahoot! as an instructional intervention, and how teachers perceived the…
Descriptors: Educational Technology, Educational Games, Pedagogical Content Knowledge, Technological Literacy
Samuel Lackey – ProQuest LLC, 2022
The problem of practice (PoP) in this dissertation in practice (DiP) focuses on the lack of motivation and engagement exhibited by career technical education (CTE) students within the traditional high school chemistry classroom as a response to textbook and teacher-centered pedagogy. This qualitative action research study utilizes a game-based…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Je Seok Lee; Minerva Wu; Diana Lee; Lee Fleming; Lindsay Ruben; Tom Turner; Kevin Brown; Constance Steinkuehler – International Journal of Designs for Learning, 2020
A crisis of literacy has emerged among high school students in the United States. In order to encourage students' engagement with literacy education, there is a need for an integrated curriculum of English Language Arts (ELA). An integrated language arts curriculum would allow students to learn literacy and reading skills while engaging with a…
Descriptors: High School Students, Literacy Education, Integrated Curriculum, Language Arts
Peer reviewed Peer reviewed
Direct linkDirect link
Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Pagnotti, John; Russell, William B., III – Social Studies, 2012
How can teachers utilize video games in the classroom, harnessing a technology that is gaining "market share" in the lives of our students? This article will provide classroom teachers with a research-based rationale for using video games along with a viable, classroom-tested lesson to teach social studies content using a widely…
Descriptors: World History, Video Games, History Instruction, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos – Educational Media International, 2015
Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…
Descriptors: Foreign Countries, Computer Games, Affordances, Case Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Gerber, Hannah R.; Abrams, Sandra Schamroth; Onwuegbuzie, Anthony J.; Benge, Cindy L. – Educational Media International, 2014
This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students' literacy learning in-school. However, it must be noted that transforming literacy in school is about more…
Descriptors: Video Games, Teaching Methods, Educational Technology, Case Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Watson, William R.; Mong, Christopher J.; Harris, Constance A. – Computers & Education, 2011
This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…
Descriptors: Rural Schools, Video Games, Focus Groups, War
Previous Page | Next Page »
Pages: 1  |  2