NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)5
Since 2006 (last 20 years)14
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 14 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ibrahim, Karim – Foreign Language Annals, 2019
Video/digital games have grown into a mainstream language-mediated activity that attracts millions of foreign language (FL) learners worldwide. While empirical studies have demonstrated that digital game-based interactions offer valuable opportunities for FL practice and learning (e.g., Sundqvist & Wikström, 2015), little is known about the…
Descriptors: Case Studies, Computer Games, Semitic Languages, Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Barlow, Tim; Fleming, Barry – Teaching Science, 2016
"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
André, Mauro; Hastie, Peter – European Physical Education Review, 2018
A student-designed games (SDG) teaching unit could be described as the process in which students create, organise, practice and refine their own games within certain limits established by the teacher. This study compared how two different teaching approaches had an impact on students and their teacher. The researcher taught two SDG units to junior…
Descriptors: Teaching Methods, Physical Education, Educational Games, Student Participation
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz – Afterschool Matters, 2017
Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…
Descriptors: Video Games, Student Motivation, After School Education, After School Programs
Ibrahim, Karim Hesham Shaker – ProQuest LLC, 2016
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…
Descriptors: Semitic Languages, Second Language Learning, Management Development, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
Peer reviewed Peer reviewed
Direct linkDirect link
Deed, Craig; Cox, Peter; Dorman, Jeffrey; Edwards, Debra; Farrelly, Cathleen; Keeffe, Mary; Lovejoy, Valerie; Mow, Lucy; Sellings, Peter; Prain, Vaughan; Waldrip, Bruce; Yager, Zali – International Journal of Pedagogies and Learning, 2014
In this paper we examine how agency is characterised by teachers and students when personalised learning is enacted in the contemporary open classroom. A case study is outlined that identifies teacher reasoning for practice, the use of physical and virtual learning spaces, and student reaction to teacher facilitation of personalised learning.…
Descriptors: Student Empowerment, Professional Autonomy, Individualized Instruction, Case Studies
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hansen, Lisa; Sanders, Steve – ICHPER-SD Journal of Research, 2010
Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…
Descriptors: Physical Education, Physical Activities, Video Games, Persistence
Peer reviewed Peer reviewed
Direct linkDirect link
He, Meizi; Piche, Leonard; Beynon, Charlene; Harris, Stewart – Journal of Nutrition Education and Behavior, 2010
Objective: To investigate school-aged children's and parents' attitudes, social influences, and intentions toward excessive screen-related sedentary behavior (S-RSB). Design: A cross-sectional study using a survey methodology. Setting: Elementary schools in London, Ontario, Canada. Participants: All grades 5 and 6 students, their parents, and…
Descriptors: Television Viewing, Intervention, Video Games, Negative Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Smith, Sandra Wilson – E-Learning, 2008
While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…
Descriptors: Play, Video Games, Thinking Skills, Freshman Composition
Peer reviewed Peer reviewed
Direct linkDirect link
Abrams, Sandra S. – Educational Media International, 2009
When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and…
Descriptors: Video Games, Teaching Methods, Case Studies, Grade 11
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory