Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Computers in the Schools | 1 |
English Journal | 1 |
English Teaching: Practice… | 1 |
English in Texas | 1 |
Journal of Literacy Research | 1 |
Author
Ann M. Lawrence | 1 |
Baek, Youngkyun | 1 |
Cailyn N. Dougherty | 1 |
Curwood, Jen Scott | 1 |
Lawrence, Anne M. | 1 |
Michael B. Sherry | 1 |
Michelle Parker | 1 |
Min, Ellen | 1 |
Sherry, Michael B. | 1 |
Theodoulou, Jack | 1 |
Yun, Seongchul | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Evaluative | 3 |
Reports - Research | 2 |
Information Analyses | 1 |
Education Level
Secondary Education | 3 |
Junior High Schools | 2 |
Middle Schools | 2 |
Elementary Education | 1 |
Grade 10 | 1 |
Grade 7 | 1 |
High Schools | 1 |
Audience
Teachers | 1 |
Location
Australia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cailyn N. Dougherty; Michelle Parker – English in Texas, 2023
Video games' popularity has continued to increase from their origins within a niche community to something engaged in by the general public. This field of literacy-making has a plethora of benefits to bridging skills both within and outside of the ELAR classroom for students of various backgrounds and skill sets, including language learners and…
Descriptors: Video Games, Literacy, Language Arts, Game Based Learning
Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Baek, Youngkyun; Min, Ellen; Yun, Seongchul – Computers in the Schools, 2020
This study explored the educational potential of Minecraft, which has been widely used since its first release in 2009. Articles about Minecraft were searched for in ProQuest. Data were gathered from 28 articles that were indicative of three categories: integration into curriculum; student engagement, interest, and enthusiasm; and knowledge and…
Descriptors: Video Games, Technology Uses in Education, Learner Engagement, Skill Development
Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students