Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 39 |
Since 2016 (last 10 years) | 123 |
Since 2006 (last 20 years) | 176 |
Descriptor
Source
Author
Beavis, Catherine | 4 |
Jenson, Jennifer | 3 |
O'Mara, Joanne | 3 |
Weintrop, David | 3 |
Wilensky, Uri | 3 |
Cutumisu, Maria | 2 |
Fernández-Manjón, Baltasar | 2 |
Kerr, Deirdre | 2 |
Peppler, Kylie | 2 |
Reese, Debbie Denise | 2 |
Schrier, Karen | 2 |
More ▼ |
Publication Type
Education Level
Audience
Teachers | 3 |
Location
Australia | 6 |
California | 5 |
Turkey | 5 |
Canada | 4 |
Finland | 3 |
United Kingdom (England) | 3 |
Canada (Toronto) | 2 |
Czech Republic | 2 |
Denmark | 2 |
Illinois | 2 |
North Carolina | 2 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Trends in International… | 1 |
What Works Clearinghouse Rating
Gillern, Sam; Nash, Brady – Journal of Adolescent & Adult Literacy, 2023
Scholars in recent years have explored the connections between video games, literacy, and learning. Research illustrates that video games can serve as texts for engagement and analysis in English language arts classrooms. Scholars have also demonstrated how games themselves effectively integrate a complex array of learning principles that help…
Descriptors: Accessibility (for Disabled), Video Games, Language Arts, Design
Keyes, Aislyn Anne Dewathe – ProQuest LLC, 2023
Human-driven threats are changing biodiversity and impacting ecosystem services (i.e., nature's contributions to society, henceforth 'services'). The consequences of biodiversity change for ecosystems and people are hard to predict because the loss of one species can trigger secondary extinctions of additional species when species interact (e.g.,…
Descriptors: Ecology, Biodiversity, Animals, Food
Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2023
As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor's degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain…
Descriptors: Classification, Video Games, Bachelors Degrees, College Curriculum
Herder, Tiffany – ProQuest LLC, 2023
Educational video games often engage students intuitively with visuals with quick, responsive actions to immerse students in authentic disciplinary practice. In contrast, typical formal learning environments engage students in conscious reflection with visual representations to understand underlying disciplinary concepts. Research has examined how…
Descriptors: Educational Games, Video Games, Play, Learning Processes
Robinson, Bradley – Journal of Literacy Research, 2023
This study focused on the digital design practices of Raul, a 15-year-old participant at a summer video game design camp for adolescents. As Raul developed his original game, "You Will Perish," I wondered what his design process might reveal about (a) the practice of affectively and procedurally literate video game design and (b) the…
Descriptors: Video Games, Design, Adolescents, Barriers
Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
Günes, Mustafa; Dilipak, Hakan – Journal of Learning and Teaching in Digital Age, 2021
The purpose of this work is, before the mission, training of personnel searching for explosives with metallic mine detectors for their operations in the battlefield and gaining experience by searching for explosives in a virtual environment. In this context, a search model was created by determining the factors affecting the search for explosives…
Descriptors: Game Based Learning, Identification, Video Games, Hazardous Materials
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
Jin, Yang; Tiejun, Zhu – Education and Information Technologies, 2023
Metaverse is a digital world created by human beings according to the physical world. Its deep integration of virtual and real features has created a new opportunity for the innovative development of game teaching in art design courses in colleges and universities under the epidemic situation. In the field of art design, the investigation and…
Descriptors: Computer Simulation, Video Games, Art Education, Design
Meagan Kathleen Bromley – ProQuest LLC, 2023
Parental involvement in play has long been an essential piece of healthy child development and wellbeing, yet when it comes to digital play, parent-child relationships are often characterized by conflict and stress. This research explored the relationship between parental involvement with children's digital game play, digital game design, and…
Descriptors: Parent Participation, Child Development, Parent Child Relationship, Video Games
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Rafner, Janet; Biskjaer, Michael Mose; Zana, Blanka; Langsford, Steven; Bergenholtz, Carsten; Rahimi, Seyedahmad; Carugati, Andrea; Noy, Lior; Sherson, Jacob – Creativity Research Journal, 2022
Creativity assessments should be valid, reliable, and scalable to support various stakeholders (e.g., policy-makers, educators, corporations, and the general public) in their decision-making processes. Established initiatives toward scalable creativity assessments have relied on well-studied standardized tests. Although robust in many ways, most…
Descriptors: Creativity, Evaluation Methods, Video Games, Computer Assisted Testing
Dishon, Gideon – Educational Technology Research and Development, 2021
Video games' capacity to facilitate complex and interactive modes of engagement has led to their portrayal as particularly effective means for designing authentic and situated learning environments, which overcome the artificial and abstract nature of conventional teacher-centered schooling. Focusing on the intentional use of progressive-oriented…
Descriptors: Educational Games, Video Games, Design, Learning Processes
Jackson, Renee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2022
This research is about bringing social justice art education into classrooms through the medium of video games and exploring the ways in which video game design can be a learning tool that can make contributions to and engage in social justice work. Drawing from a case-study research project with a small group of middle school students, through…
Descriptors: Cooperative Learning, Video Games, Educational Games, Design