NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 286 to 300 of 2,676 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Hallam, Kelly Forbes – International Journal of Social Research Methodology, 2022
The observations in this paper follow online focus group research involving mothers who play video games as a leisure pursuit. The study utilised an online focus group method within a custom online forum which split the forum into small virtual rooms, replicating small face-to-face focus groups in an online environment. The primary objective of…
Descriptors: Focus Groups, Mothers, Video Games, Leisure Time
Peer reviewed Peer reviewed
Direct linkDirect link
Dishon, Gideon; Kafai, Yasmin B. – Interactive Learning Environments, 2022
Rising political polarization and the spread of disinformation have highlighted the need to re-assess and broaden existing approaches to civic education. Though video games have been presented as tools that could capitalize on youth's interest-driven engagement with technology to support situated modes of civic learning, their actual contributions…
Descriptors: Video Games, Citizenship Education, Civics, Role
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sale, R. Samuel – International Journal of Education and Development using Information and Communication Technology, 2022
In response to the increased prevalence of remote learning, and exhortation that educators adopt more experiential pedagogy, a methodology is presented to use a free, commercially available game to teach a variety of resource allocation problems in various disciplines. The use of games to provide experiential learning has been shown to increase…
Descriptors: Game Based Learning, Resource Allocation, Experiential Learning, Secondary School Students
Christina D. Brooks – ProQuest LLC, 2022
Students in Urban District 1 were not meeting grade level learning outcomes in mathematics on state- and district-administered benchmark assessments. The purpose of this study was to determine if including a specific educational video game (EVG), Prodigy, in mathematics instruction with third-grade students would influence students' math…
Descriptors: Urban Schools, Video Games, Educational Games, Mathematics Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Tadayon, Manie; Pottie, Gregory J. – IEEE Transactions on Education, 2020
Contributions: Prior studies on education have mostly followed the model of the cross-sectional study, namely, examining the pretest and the posttest scores. This article shows that students' knowledge throughout the intervention can be estimated by time-series analysis using a hidden Markov model (HMM). Background: Analyzing time series and the…
Descriptors: Prediction, Performance, Educational Games, Markov Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Turco, Rosa G.; Lesaux, Nonie K.; Jones, Stephanie M. – British Journal of Educational Technology, 2023
Studies suggest that mobile screen media can play a positive role in young children's language and literacy development. However, the role of mobile screen media in the home literacy environment of pre-school aged children has not been widely explored. Currently, it is unclear whether the amount of time on mobile devices has any association with…
Descriptors: Handheld Devices, Mass Media Use, Video Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Wadhwa, Shalini; Balakrishnan, Ramanan – International Journal of Game-Based Learning, 2023
The present study analyzes the impact of video games on productivity at a workplace. A lot of organizations have introduced games during break times of employees. Indoor video game parlors have been created at company sites. Games are said to relieve stress and enthuse fun at the workplace resulting in a happy environment. The authors were…
Descriptors: Video Games, Job Performance, Employee Attitudes, Organizational Culture
Peer reviewed Peer reviewed
Direct linkDirect link
Tanner, Samuel Jaye – Urban Education, 2023
This article relies on nonrepresentational narrative research to consider improvisational urban literacy. The author uses narrative to theorize the choice to teach "Grand Theft Auto: San Andreas" in urban high school English classrooms. The author positions this decision as the surprising result of an improvisational, urban literacy…
Descriptors: Urban Education, Literacy Education, Creative Activities, Urban Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
Peer reviewed Peer reviewed
Direct linkDirect link
Benton, Laura; Joye, Nelly; Sumner, Emma; Gauthier, Andrea; Ibrahim, Seray; Vasalou, Asimina – British Journal of Educational Technology, 2023
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited…
Descriptors: Elementary School Students, Reading Difficulties, Game Based Learning, Literacy Education
Peer reviewed Peer reviewed
Direct linkDirect link
Baldwin-White, Adrienne; Read, Glenna; Beer, Jenay; Darville, Gabrielle – Journal of American College Health, 2023
The current global pandemic has presented an opportunity to rethink how universities implement sexual assault prevention programs. The advantages and capabilities presented by technology such as digital gaming have not been fully utilized in sexual assault prevention programming. A user-centered design approach gives developers the opportunity to…
Descriptors: Sexual Abuse, Crime Prevention, College Role, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
Pages: 1  |  ...  |  16  |  17  |  18  |  19  |  20  |  21  |  22  |  23  |  24  |  ...  |  179