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) | 26 |
Descriptor
Source
Author
Publication Type
Reports - Descriptive | 30 |
Journal Articles | 26 |
Books | 3 |
Collected Works - General | 1 |
Guides - Classroom - Teacher | 1 |
Information Analyses | 1 |
Education Level
Elementary Secondary Education | 8 |
Higher Education | 6 |
Middle Schools | 4 |
Postsecondary Education | 4 |
Elementary Education | 2 |
High Schools | 2 |
Secondary Education | 2 |
Grade 4 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Audience
Teachers | 3 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Goad, Tyler; Towner, Brooke; Jones, Emily; Bulger, Sean – Journal of Physical Education, Recreation & Dance, 2019
The growth of the Internet and related technologies has resulted in changes in education and society that have placed new demands on teachers. Online physical education (OLPE) presents a unique set of challenges in translating traditional face-to-face courses to a digital space. The delivery of OLPE has been met with skepticism, given the inherent…
Descriptors: Online Courses, Physical Education, Distance Education, Handheld Devices
Kuhn, Jeff; Stevens, Vance – TESOL Journal, 2017
As computer-based game use grows in classrooms, teachers need more opportunities for professional development aimed at helping them to appropriately incorporate games into their classrooms. Teachers need opportunities not only to learn about video games as software but also about video games as culture. This requires professional development that…
Descriptors: Computer Games, Educational Games, Video Games, Faculty Development
Bruno, Laura E. – Journal of Physical Education, Recreation & Dance, 2018
As physical education teachers, it is important to remain current with trends and continue to add fresh, innovative ideas to our lessons. This responsibility means that educators must continue to seek ways to better understand students and encourage a physically active lifestyle. This article provides strategies for embracing technology and the…
Descriptors: Popular Culture, Physical Education, Computer Games, Handheld Devices
Hinvest, Neal; Brosnan, Mark – Journal of Educational Computing Research, 2012
Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…
Descriptors: Addictive Behavior, Computer Uses in Education, Video Games, Technology Integration
Matthew T. Marino; Kathleen M. Becht; Eleazar Vasquez; Jennifer L. Gallup; James D. Basham; Benjamin Gallegos – TEACHING Exceptional Children, 2014
Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Video Games
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
Caine, Renate N.; Caine, Geoffrey – Teachers College Press, 2011
Why do video games fascinate kids so much that they will spend hours pursuing a difficult skill? Why don't they apply this kind of intensity to their schoolwork? These questions are answered by the authors who pioneered brain/mind learning with the publication of "Making Connections: Teaching and the Human Brain". In their new book, "Natural…
Descriptors: Video Games, Technology Integration, Brain, Cognitive Psychology
Kenny, Robert; Gunter, Glenda – Journal of Interactive Learning Research, 2011
Video games are one of the fastest growing elements of informal, virtual learning. While their popularity in informal learning situations continues to grow, adoption in the K-12 classrooms remains stagnant. We attribute this to two separate but inter-related phenomena. Game designers and developers fail to incorporate important pedagogic…
Descriptors: Instructional Design, Video Games, Educational Games, Teaching Methods
Zuiker, Steven J. – Educational Technology, 2010
The technologies underlying virtual environments like videogames and the methodologies of the learning sciences create an important intersection for work in educational technology. Coupling these fields enables us to consider participatory learning in terms of the ways that "context" shapes a process of making meaning. In this article,…
Descriptors: Foreign Countries, Educational Technology, Virtual Classrooms, Global Approach
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
Biamonte, Nicole, Ed. – Scarecrow Press, 2010
Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and…
Descriptors: Music, Popular Culture, Video Games, Familiarity
Bacon, Melanie A.; Ault, Marilyn M. – Online Submission, 2009
Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…
Descriptors: Video Games, Elementary Secondary Education, Mathematics Skills, Educational Games
del Blanco, Angel; Torrente, Javier; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar – International Journal of Distance Education Technologies, 2010
The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student's needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students' performance for assessment purposes, but integrating the…
Descriptors: Foreign Countries, Electronic Learning, Intelligent Tutoring Systems, Educational Games
Curriculum Review, 2009
Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of…
Descriptors: Web Sites, Video Games, Internet, Technology Integration
Mathis, Jonathan D. – Journal of College Admission, 2010
This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…
Descriptors: Educational Strategies, Counseling Techniques, Video Games, Experiential Learning
Previous Page | Next Page »
Pages: 1 | 2