Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 5 |
Descriptor
Computer Software | 5 |
Grade 8 | 5 |
Video Games | 5 |
Educational Games | 3 |
Student Motivation | 3 |
Academic Achievement | 2 |
Creativity | 2 |
Design | 2 |
English (Second Language) | 2 |
Foreign Countries | 2 |
Grade 6 | 2 |
More ▼ |
Source
International Educational… | 1 |
Journal of Computers in… | 1 |
ProQuest LLC | 1 |
RTI International | 1 |
Yearbook of the National… | 1 |
Author
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Tests/Questionnaires | 1 |
Education Level
Grade 8 | 5 |
Middle Schools | 5 |
Elementary Education | 3 |
Junior High Schools | 3 |
Secondary Education | 3 |
Grade 6 | 2 |
Grade 7 | 2 |
High Schools | 2 |
Intermediate Grades | 2 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
More ▼ |
Audience
Location
Brazil | 1 |
California | 1 |
China | 1 |
North Carolina | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Abrams, Sandra Schamroth – Yearbook of the National Society for the Study of Education, 2011
As an observer of the gaming situation, the author watched intently to understand how two boys' actions helped them succeed at "Band Hero," and she realized that their movements were both ways of being and ways of learning. These eighth-grade boys went beyond the scope and requirements of standard game play and appeared to employ specific…
Descriptors: Video Games, Social Environment, Males, Observation
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Buelin-Biesecker, Jennifer Katherine – ProQuest LLC, 2012
This study compared the creative outcomes in student work resulting from two pedagogical approaches to creative problem solving activities. A secondary goal was to validate the Consensual Assessment Technique (CAT) as a means of assessing creativity. Linear models for problem solving and design processes serve as the current paradigm in classroom…
Descriptors: Technology Education, Creativity, Problem Solving, Teaching Methods
Green, Patricia J.; Sha, Mandy; Liu, Lu – RTI International, 2011
In 2001, the U.S. Department of Education and the Ministry of Education in China entered into a bilateral partnership to develop a technology-driven approach to foreign language learning that integrated gaming, immersion, voice recognition, problem-based learning tasks, and other features that made it a significant research and development pilot…
Descriptors: Foreign Countries, English (Second Language), Middle School Students, Partnerships in Education
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis