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Piirainen-Marsh, Arja; Tainio, Liisa – Modern Language Journal, 2009
This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to…
Descriptors: Video Games, Vocabulary Development, Second Language Learning, Interaction
De Lucia, Andrea; Francese, Rita; Passero, Ignazio; Tortora, Genoveffa – Computers & Education, 2009
Video games and new communication metaphors are quickly changing today's young people habits. Considering the actual e-learning scenarios, embedded in a fully technological enabled environment it is crucial to take advantage of this kind of capabilities to let learning process gain best results. This paper presents a virtual campus created using…
Descriptors: Video Games, Cooperative Learning, Virtual Classrooms, Teacher Student Relationship
Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D. – Journal of Natural Resources and Life Sciences Education, 2011
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
Descriptors: Video Games, Student Surveys, Soil Science, Educational Technology
Schrader, P. G.; Archambault, Leanna M.; Oh-Young, Conrad – Journal of Technology and Teacher Education, 2011
Videogames have become a cultural and commercial phenomenon across the globe. Researchers and educators have been working to understand how to leverage these tools in education. However, there are few training opportunities that focus on the positive attributes of games in education for preservice teachers. This paper describes the preliminary…
Descriptors: Preservice Teachers, Preservice Teacher Education, Education Courses, Pretests Posttests
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Johnson, Genevieve Marie – Journal of Interactive Online Learning, 2011
Widespread adoption of the Internet during the past two decades has produced the first generation of digital natives. Ninety-five children (M[subscript age] = 10.4 years) completed a questionnaire that measured three clusters of variables: 1) Internet use at home and school, 2) peer, school, and home self-esteem, 3) and cognitive abilities…
Descriptors: Females, Internet, Gender Differences, Males
Vendlinski, Terry P.; Delacruz, Girlie C.; Buschang, Rebecca E.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
The evaluation of educational interventions requires assessments that consistently (reliably) produce data from which accurate (valid) inferences about the test subjects can be made for some stated purpose. Despite codified definitions of all these terms, there remains vibrant debate about the assessment design process and how measures of…
Descriptors: Learning Theories, Student Evaluation, Educational Research, Video Games
Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
Dittmer, Jason – International Research in Geographical and Environmental Education, 2010
This paper addresses the potential for increased deployment of immersive virtual worlds in higher geographic education. An account of current practice regarding popular culture in the geography classroom is offered, focusing on the objectification of popular culture rather than its constitutive role vis-a-vis place. Current e-learning practice is…
Descriptors: Teaching Methods, Electronic Learning, Geography Instruction, Constructivism (Learning)
Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda – Simulation & Gaming, 2010
Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…
Descriptors: Suburban Schools, Video Games, Fantasy, Questionnaires
Martinez, Ron; Schmitt, Norbert – Language Learning & Technology, 2010
While formal research into the effect various technologies have on vocabulary acquisition is still in its infancy, it is clear that--intentionally or incidentally--students have used various electronic media to learn new words for some time now. Moreover, although it is still far from clear exactly how one acquires vocabulary in a second language…
Descriptors: Vocabulary Development, Linguistic Input, Teaching Methods, Second Language Learning
deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko – Language Learning & Technology, 2010
Video games are potential sources of second language input; however, the medium's fundamental characteristic, interactivity, has not been thoroughly examined in terms of its effect on learning outcomes. This experimental study investigated to what degree, if at all, video game interactivity would help or hinder the noticing and recall of second…
Descriptors: Music, Video Games, Second Languages, Vocabulary Development
Labbo, Linda D.; Place, Karen – Voices from the Middle, 2010
This article provides practical ideas for integrating technologies into the classroom in ways that honor students' out-of-school technology funds of knowledge. The challenges and unintended consequences of integrating technology into the classroom and the role that video gaming can play in helping students find agency and the ability to think…
Descriptors: Technology Integration, Educational Technology, Computer Uses in Education, Teaching Methods
Jenson, Jennifer; De Castell, Suzanne – Education Canada, 2008
As professors working in faculties of education for the past ten years researching digital gameplay and the design and development of games for education, the authors have often been asked whether digital games are good or bad for children. The discourse of good/bad is a slippery one and the authors believe that digital games, like television,…
Descriptors: Play, Imitation, Computers, Educational Games
Eastin, Matthew S.; Appiah, Osei; Cicchirllo, Vincent – Human Communication Research, 2009
The current study examines the impact of racial representation on character identification and postgame play hostility. Examining data from Black and White participants, results suggest that cueing racial attributes influences identification and elicits stereotyping and hostile outcomes. Specifically, White players displayed more hostile thoughts…
Descriptors: Play, Identification, Personality, Psychological Patterns