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Khine, Myint Swe; Saleh, Issa M. – Journal of Educational Technology Systems, 2009
Computer games as new media culture have become increasing popular among young people. Today most children play a different genre of games at different times depending on their age, maturity, and opportunity. While some researchers advocate that similar to computer literacy and information literacy, game literacy will be one of the requirements…
Descriptors: Middle School Students, Males, Video Games, Foreign Countries
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
Tsai, Yueh-Feng Lily; Kaufman, David M. – Journal of Educational Computing Research, 2009
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Descriptors: Animals, Empathy, Student Attitudes, Elementary School Students
LeBlond-Schrader, Ellen Benton – ProQuest LLC, 2010
My dissertation investigates the twentieth and twenty-first century reader's relationship to poetic text as it is altered through daily exposure to technology in the rise of the information age, as seen in the works of Francis Ponge, Pierre Alferi and Veronique Vassiliou. My project also examines historical documents--radio and television…
Descriptors: Foreign Countries, Popular Culture, Video Games, Reading Processes
Hansen, Lisa; Sanders, Steve – ICHPER-SD Journal of Research, 2010
Although video games are often associated with sedentary behaviors, active gaming is a new genre that requires children to become physically active while playing the games. In this study six fifth grade students' experiences participating in active gaming in eight-week physical education classes were explored. Qualitative methods of interviews,…
Descriptors: Physical Education, Physical Activities, Video Games, Persistence
Lee, John K.; Probert, Jeffrey – Journal of Social Studies Research, 2010
This study examined an 11th grade high school class as they played the game Civilization III. Over nine class sessions students played the game in support of other activities related to several predetermined and emergent topics in U. S. history. Gameplay was whole-class oriented and involved students taking turns at the computer controlling…
Descriptors: History Instruction, United States History, High Schools, Social Studies
He, Meizi; Piche, Leonard; Beynon, Charlene; Harris, Stewart – Journal of Nutrition Education and Behavior, 2010
Objective: To investigate school-aged children's and parents' attitudes, social influences, and intentions toward excessive screen-related sedentary behavior (S-RSB). Design: A cross-sectional study using a survey methodology. Setting: Elementary schools in London, Ontario, Canada. Participants: All grades 5 and 6 students, their parents, and…
Descriptors: Television Viewing, Intervention, Video Games, Negative Attitudes
Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
Royle, Karl – Innovate: Journal of Online Education, 2008
Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…
Descriptors: Student Projects, Video Games, Educational Games, Active Learning
Cobb, Tom; Horst, Marlise – CALICO Journal, 2011
This study reports on the design and testing of an integrated suite of vocabulary training games for Nintendo[TM] collectively designated "My Word Coach" (Ubisoft, 2008). The games' design is based on a wide range of learning research, from classic studies on recycling patterns to frequency studies of modern corpora. Its general usage…
Descriptors: Foreign Countries, Vocabulary Development, Educational Technology, Educational Games
Hayes, Elizabeth; Silberman, Lauren – Journal of Physical Education, Recreation & Dance (JOPERD), 2007
Contrary to common belief, several studies have found no relationship between video gaming and obesity or physical inactivity. In fact, video gaming is an untapped resource for enhancing young people's motivation and ability to participate in sports and other movement-based activities. Many popular video games offer sophisticated and engaging…
Descriptors: Video Games, Instructional Materials, Physical Education, Simulation
Gross, Elisheva F. – Developmental Psychology, 2009
A majority of U.S. adolescents at least occasionally communicate on the Internet with unknown peers. This study tested the hypothesis that online communication with an unknown peer facilitates recovery from the acute aversive effects of social exclusion and examined whether this benefit may be greater for adolescents compared with young adults. A…
Descriptors: Play, Young Adults, Adolescents, Social Isolation
Jackson, Janna – Teaching Education, 2009
Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…
Descriptors: Assignments, Video Games, Protocol Analysis, Focus Groups
Rosario, Roberto A. Munoz; Widmeyer, George R. – Journal of Information Systems Education, 2009
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Descriptors: Constructivism (Learning), Educational Games, Scientific Principles, Design Preferences
Haste, Helen – Curriculum Journal, 2009
This article addresses the competences needed in twenty-first-century life, especially in relation to civic participation, and the educational requirements to foster them in young people. New technologies are widely used by young people for informal social interaction, video game-playing and giving voice to their views. Incorporation of these…
Descriptors: Video Games, Citizenship Education, Interpersonal Relationship, Interaction
McCrary, Donald – Journal of Basic Writing (CUNY), 2009
Private student discourses are often ignored or prohibited in the academy; however, these private discourses are very meaningful, and representative of the ways that students order and speak about the world. Specifically, religion is an extremely significant private student discourse; exploring religious discourse might help students not only to…
Descriptors: Religion, Critical Thinking, Fiction, Books