NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)4
Since 2006 (last 20 years)7
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing all 7 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Mourgela, Vasiliki; Pacurar, Ecaterina – Journal of Educational Computing Research, 2018
This work, situated in the Greek sociocultural context, attempts to analyze the time spent by primary school students on digital and traditional extracurricular activities and the impact of these activities on the educational outcome. The first objective was to determine, by means of a quantitative survey, if the children as "digital…
Descriptors: Foreign Countries, Elementary School Students, Extracurricular Activities, Technological Literacy
Peer reviewed Peer reviewed
Direct linkDirect link
Sherrow, Lauren A.; Spriggs, Amy D.; Knight, Victoria F. – Focus on Autism and Other Developmental Disabilities, 2016
This study investigated effects of video modeling (VM) when teaching recreation and leisure skills to three high school students with moderate intellectual disabilities and autism spectrum disorder. Results, evaluated via a multiple probe across participants design, indicated that VM was effective for teaching all students to play the Wii.…
Descriptors: Models, High School Students, Moderate Intellectual Disability, Pervasive Developmental Disorders
Peer reviewed Peer reviewed
Direct linkDirect link
Hilliard, Lacey J.; Buckingham, Mary H.; Geldhof, G. John; Gansert, Patricia; Stack, Caroline; Gelgoot, Erin S.; Bers, Marina U.; Lerner, Richard M. – Applied Developmental Science, 2018
Video games have the potential to be contexts for moral learning. We investigated whether "Quandary," a video game designed to promote ethical thinking and moral considerations for decision-making, would help promote positive skills such as perspective taking and empathy in adolescents. We examined the effect of playing…
Descriptors: Perspective Taking, Decision Making, Educational Games, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2011
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…
Descriptors: Play, Video Games, Role, Addictive Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
Lehrer, Joanne Shari; Petrakos, Hariclia Harriet – Exceptionality Education International, 2011
The transition from kindergarten to Grade 1 is marked by a sudden decrease in children's play time (Brostrom, 2005; Hartmann & Rollett, 1994). This study sought to examine 69 Montreal-area Grade 1 children's beliefs about out of school play, as well as their parents' (N = 56) perceptions of their play. Findings indicate that parents value play…
Descriptors: Siblings, Play, Grade 1, Parent Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Khine, Myint Swe; Saleh, Issa M. – Journal of Educational Technology Systems, 2009
Computer games as new media culture have become increasing popular among young people. Today most children play a different genre of games at different times depending on their age, maturity, and opportunity. While some researchers advocate that similar to computer literacy and information literacy, game literacy will be one of the requirements…
Descriptors: Middle School Students, Males, Video Games, Foreign Countries