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Halimeh Khattib; Dorit Alt – Education and Information Technologies, 2024
Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in enhancing science education has not been thoroughly explored. Addressing this research gap, this study delves into the less examined aspects of gamification within science education. Employing a…
Descriptors: Educational Technology, Technology Uses in Education, Science Education, Gamification
Bag, Hasan; Çalik, Muammer – Physics Education, 2021
The aim of this study is to design an argumentation-based educational digital game to teach the subject of force. Through a design-based research method, each game section includes the argumentation questions that foster students to think about the 'force' subject. We pilot studied the game with 12 grade 4 students in a state primary school. After…
Descriptors: Science Instruction, Teaching Methods, Persuasive Discourse, Educational Games
Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4
McConnell, William J.; Dickerson, Daniel – Science and Children, 2013
One game that seems to intrigue almost any child is Angry Birds, a popular video game available on most media devices in which a player uses a slingshot to hurl small, angry birds through the air in hopes they will knock over pigs resting on complex, destructible structures. Presented in this article is a half-day lesson, in which fourth graders…
Descriptors: Science Instruction, Video Games, Elementary School Science, Grade 4
Ott, Michela; Pozzi, Francesca – Behaviour & Information Technology, 2012
This article deals with the issue of creativity and the way this can be supported within technology-enhanced learning experiments. Drawing on a long-term research project in the field of games-based learning, the article describes the methodology adopted during the in-field experiments carried out with the aim of developing young children's…
Descriptors: Creativity, Educational Technology, Educational Games, Computer Uses in Education
O'Rourke, John; Main, Susan; Ellis, Michelle – Australasian Journal of Educational Technology, 2013
Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…
Descriptors: Foreign Countries, Educational Technology, Handheld Devices, Educational Games
Lewis, Lydia – Geography Teacher, 2010
Data Day, an event that is the culmination of a multiple-week unit, is the perfect opportunity to work across disciplines and, in particular, aligns beautifully with skills and objectives geography teachers work on with their students. Bruce Jones at The Blake School in Hopkins, Minnesota, was the originator of Data Day. Jones described the…
Descriptors: Video Games, Scientific Methodology, Geography, Science Teachers
Kim, Sunha; Chang, Mido – Educational Technology & Society, 2010
Although computer games as a way to improve students' learning have received attention by many educational researchers, no consensus has been reached on the effects of computer games on student achievement. Moreover, there is lack of empirical research on differential effects of computer games on diverse learners. In response, this study…
Descriptors: Language Minorities, Elementary School Students, Computer Uses in Education, Grade 4
Foster, Jacquelyn Michelle – ProQuest LLC, 2010
Schools in the United States are trying to achieve adequate yearly progress (AYP). Due to federal legislation changes in recent years that require schools to make AYP, there have been many discussions regarding how to achieve this when all subgroups are expected to perform at the same level. According to the literature, special education students…
Descriptors: Grade 3, Grade 4, Grade 5, Student Motivation
Warren, Scott J.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Research on Technology in Education, 2008
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured problems used to spur student writing. This study examined whether game elements could be used along…
Descriptors: Problem Based Learning, Educational Environment, Teaching Methods, Elementary School Students
Trout, Josh; Zamora, Karra – Teaching Elementary Physical Education, 2005
Sedentary lifestyles are often to blame for overweight and obesity, which is the second leading cause of preventable deaths in the U.S. (USDHHS, 2001). While video games have historically been identified as the culprit of inactivity, new interactive video games make participants break a sweat. Some physical educators have begun integrating this…
Descriptors: Video Games, Interactive Video, Physical Education, Dance