NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Teachers1
Laws, Policies, & Programs
What Works Clearinghouse Rating
Does not meet standards1
Showing 136 to 150 of 210 results Save | Export
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
Stansbury, Jessica A.; Wheeler, Evangeline A.; Buckingham, Justin T. – Computers in the Schools, 2014
Technological advancements and growing dependence on media outlets as sources of information compete for the attention of individuals born in a rapidly expanding digital age. As a result, educators using traditional, nondigital teaching methods struggle with keeping students engaged in the classroom. The present study assessed the extent to which…
Descriptors: Video Games, Technology Uses in Education, Statistics, Introductory Courses
Peer reviewed Peer reviewed
Direct linkDirect link
Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
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
Gerber, Hannah R.; Price, Debra P. – Educational Media International, 2013
This paper discusses how practicing teachers conceptualize commercial off the shelf (COTS) videogames within classroom-based English language arts instruction. Understanding how today's teachers perceive virtual worlds and videogames as an instructional tool for schema building within literacy development will help researchers better understand…
Descriptors: Popular Culture, Professional Development, Video Games, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Chin, Jui-Chih; Tsuei, Mengping – Educational Technology & Society, 2014
The aim of this study was to explore the digital game-based learning for children with chronic illnesses in the hospital settings. The design-based research and qualitative methods were applied. Three eight-year-old children with leukemia participated in this study. In the first phase, the multi-user game-based learning system was developed and…
Descriptors: Educational Games, Video Games, Teaching Methods, Young Children
Peer reviewed Peer reviewed
Direct linkDirect link
Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Ibrahim, Amer; Vela, Francisco Luis Gutiérrez; Rodríguez, Patricia Paderewski; Sánchez, José Luís González; Zea, Natalia Padilla – International Journal of Game-Based Learning, 2012
Learning through play is currently an effective and attractive educational strategy. However, are all educational video games (EVG) successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be more achievable if the game quality is measured, and suggest the use of playability property as a…
Descriptors: Educational Games, Video Games, Guidelines, Play
Peer reviewed Peer reviewed
Direct linkDirect link
Wittman, Grace – Journal of Extension, 2010
The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…
Descriptors: After School Programs, Video Games, Student Motivation, Physical Activities
Peer reviewed Peer reviewed
Direct linkDirect link
Alexander, Gadi; Eaton, Isabelle; Egan, Kieran – Teachers College Record, 2010
Background/Context: Students' ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be…
Descriptors: Video Games, Learning, Learner Engagement, Educational Practices
Peer reviewed Peer reviewed
Direct linkDirect link
Hopper, Tim – Asia-Pacific Journal of Health, Sport and Physical Education, 2011
This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…
Descriptors: Physical Education, Play, Racquet Sports, Video Games
Rothman, Robert – Education Digest: Essential Readings Condensed for Quick Review, 2011
Young people playing "Halo" or "World of Warcraft" might not realize it, but they are working on the prototypes for a future generation of student tests. The increasing popularity of video and computer games may cause concern among parents, who fear their children are spending too much time on them. However, educators and researchers increasingly…
Descriptors: Video Games, Educational Resources, Learner Engagement, Researchers
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Wilson, Monique – ProQuest LLC, 2013
Developmental math currently poses a hurdle that many community college students are unable to overcome. Eighty percent of developmental math students do not successfully complete any college-level course within three years (Bailey, Jeong, & Cho, as cited by Strother, Van Campen & Grunow, 2013, p. 1). Despite numerous reform attempts,…
Descriptors: Educational Games, Remedial Mathematics, Community Colleges, Teaching Methods
Pages: 1  |  ...  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  12  |  13  |  14