Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 4 |
Descriptor
Educational Games | 5 |
Student Attitudes | 5 |
Student Role | 5 |
Educational Technology | 4 |
Student Behavior | 3 |
College Students | 2 |
Computer Games | 2 |
Graduate Students | 2 |
Handheld Devices | 2 |
Learner Engagement | 2 |
Performance | 2 |
More ▼ |
Source
Association for Educational… | 1 |
Contemporary Issues in… | 1 |
Grantee Submission | 1 |
International Journal for the… | 1 |
Quill and Scroll | 1 |
Author
Allen, Laura K. | 1 |
Arroyo, Ivon | 1 |
Closser, Avery H. | 1 |
Gareau, Stephen | 1 |
Guo, Ruth | 1 |
Jacovina, Matthew E. | 1 |
McNamara, Danielle S. | 1 |
Ottmar, Erin | 1 |
Simonson, Michael, Ed. | 1 |
Smith, Hannah | 1 |
Snow, Erica L. | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Collected Works - Proceedings | 1 |
Guides - Classroom - Teacher | 1 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
China | 1 |
Jamaica | 1 |
Taiwan | 1 |
Thailand | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Smith, Hannah; Closser, Avery H.; Ottmar, Erin; Arroyo, Ivon – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors' prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables…
Descriptors: Computation, Mathematics Instruction, Mathematics Skills, Knowledge Level
Snow, Erica L.; Allen, Laura K.; Jacovina, Matthew E.; McNamara, Danielle S. – Grantee Submission, 2015
When students exhibit control and employ a strategic plan of action over a situation they are said to be demonstrating agency (Bandura, 2001). The current work is comprised of two studies designed to investigate how agency manifests within students' choice patterns and ultimately influences self-explanation quality within the game-based system…
Descriptors: Performance, Decision Making, Video Games, Educational Games
Gareau, Stephen; Guo, Ruth – International Journal for the Scholarship of Teaching and Learning, 2009
This study examined the role of games in graduate-level instructional technology courses, where the curriculum includes complex abstract theory and hands-on, practical skills. A qualitative approach was used in the study, relying on classroom observations of student behavior (recorded by digital photographs), informal student verbal comments,…
Descriptors: Educational Games, Graduate Students, Educational Technology, Qualitative Research
Swegle, Lisa – Quill and Scroll, 2002
Describes the successful incorporation of games into a high school journalism classroom. Notes that there are four main types of educational games that the author uses: getting acquainted, disclosure, teamwork/brainteasers, and energizers or tension reducers. (SG)
Descriptors: Educational Games, Journalism Education, Scholastic Journalism, Secondary Education
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth 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 annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games