Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 4 |
Descriptor
Game Theory | 4 |
Educational Technology | 3 |
Athletics | 2 |
Computer Games | 2 |
Educational Games | 2 |
Skill Development | 2 |
Video Games | 2 |
Artificial Intelligence | 1 |
Behavior Change | 1 |
Behavior Modification | 1 |
Behavioral Objectives | 1 |
More ▼ |
Source
Educational Technology | 4 |
Author
Bart, William | 1 |
Betrus, Anthony | 1 |
Canning, Steven | 1 |
Engerman, Jason A. | 1 |
Hein, Robert J. | 1 |
Lieberman, Debra A. | 1 |
Mayer, Richard E. | 1 |
Publication Type
Journal Articles | 4 |
Reports - Descriptive | 3 |
Reports - Evaluative | 1 |
Education Level
Adult Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Engerman, Jason A.; Hein, Robert J. – Educational Technology, 2017
Digital gaming communities are nuanced and developing. The eSports community has advanced in noticeable ways and represents the highest form of online competitive play for digital gaming environments. Due to the high stakes nature of eSports, its participants sit on the very edge of strategic planning boundaries and push the ceiling of…
Descriptors: Skill Development, Career Readiness, Computer Games, Athletics
Canning, Steven; Betrus, Anthony – Educational Technology, 2017
This article is written in the first-person, from the perspective of Steven Canning, a SUNY Potsdam instructor of educational technology and part-time professional gamer, with contributions from Anthony Betrus, Professor of Educational Technology at SUNY Potsdam. The author delves deeply into the world of professional online gaming, or eSports,…
Descriptors: Educational Technology, Computer Games, Online Systems, Professionalism
Bart, William – Educational Technology, 2016
This article provides an examination of interrelationships among educational technology, creativity, and chess. It presents the argument that chess training fosters significant gains in scholastic achievement and cognitive ability. As a vital component in chess training programs, contemporary chess software such as Fritz serves as impressive…
Descriptors: Educational Technology, Creativity, Educational Games, Artificial Intelligence
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior