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Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
Evans, Arthur William, III – ProQuest LLC, 2010
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the "science of…
Descriptors: Video Games, Military Training, Goal Orientation, Program Effectiveness
Lotan, Meir; Yalon-Chamovitz, Shira; Weiss, Patrice L. – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
Individuals with intellectual and developmental disabilities (IDD) are in need of effective and motivating physical fitness training programs. The aim was to test the effectiveness of a virtual reality (VR)-based exercise program in improving the physical fitness of adults with severe IDD when implemented by on-site caregivers. A research group (N…
Descriptors: Metabolism, Exercise, Computer Uses in Education, Video Games
Kouba, Joanne; Velsor-Friedrich, Barbarba; Militello, Lisa; Harrison, Patrick R.; Becklenberg, Amy; White, Barb; Surya, Shruti; Ahmed, Avais – Journal of School Nursing, 2013
Asthma is the most prevalent chronic illness in childhood affecting 7 million youth. Many youth with asthma face another risk factor in obesity. Obesity, in turn, increases disorders such as asthma. Studies have recommended that asthma programs also address weight management in youth. Taking this into consideration, the I Can Control Asthma and…
Descriptors: Chronic Illness, Child Health, At Risk Persons, Urban Areas
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse
Way, Judith – International Association of School Librarianship, 2010
"Guitar Hero" is a video game where one or more players use a specially made game-style guitar to play along to popular and well-known songs. Players need to match the correct notes and timings of the sings. An on-screen guide shows players which notes to play, when. There are levels of difficulty in the game, as well as the choices to…
Descriptors: Foreign Countries, Video Games, Numeracy, Music
Lawler, James P.; Joseph, Anthony – Information Systems Education Journal, 2010
Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…
Descriptors: Computer Games, Simulated Environment, Teaching Methods, Graduate Students
Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu – Computers & Education, 2009
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Descriptors: Video Games, Genetics, Program Effectiveness, High School Students
Cui, Suxia; Wang, Younhui; Yang, Yonggao; Nave, Felecia M.; Harris, Kendall T. – American Journal of Engineering Education, 2011
Engineering programs suffer a high attrition rate, which causes the nation to graduate much less engineers. A survey of the literature reveals that the high attrition rate is due mainly to the fact that the first year of an engineering program is all fundamental theory and students don't see the connection to their future engineering careers. To…
Descriptors: Engineering Education, Academic Persistence, Surveys, Dropouts
Anderson, Janice; Barnett, Michael – Journal of Science Education and Technology, 2011
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called "Supercharged!" on pre-service teachers' understanding of electromagnetic concepts compared to students who…
Descriptors: Science Laboratories, Program Effectiveness, Learning Experience, Teaching Methods
Rushing, Stephanie Craig; Stephens, David – Journal of Primary Prevention, 2011
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by many common adolescent health issues, including drug and alcohol use, injury and violence, sexually transmitted infections, and teen pregnancy. Media technologies, including the Internet, cell phones, and video games, offer new avenues for reaching adolescents on a…
Descriptors: Video Games, American Indians, Alaska Natives, Drinking
Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
Ip, Barry; Jacobs, Gabriel; Watkins, Alan – Australasian Journal of Educational Technology, 2008
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…
Descriptors: Undergraduate Students, Video Games, Academic Achievement, Program Effectiveness
Decreasing Excessive Media Usage while Increasing Physical Activity: A Single-Subject Research Study
Larwin, Karen H.; Larwin, David A. – Behavior Modification, 2008
The Kaiser Family Foundation released a report entitled "Kids and Media Use" in the United States that concluded that children's use of media--including television, computers, Internet, video games, and phones--may be one of the primary contributor's to the poor fitness and obesity of many of today's adolescents. The present study examines the…
Descriptors: Obesity, Physical Activities, Video Games, Physical Activity Level