Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 7 |
Since 2016 (last 10 years) | 10 |
Since 2006 (last 20 years) | 15 |
Descriptor
Source
ProQuest LLC | 15 |
Author
Publication Type
Dissertations/Theses -… | 15 |
Education Level
Elementary Education | 4 |
Intermediate Grades | 3 |
Middle Schools | 3 |
High Schools | 2 |
Higher Education | 2 |
Secondary Education | 2 |
Early Childhood Education | 1 |
Grade 12 | 1 |
Grade 3 | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
More ▼ |
Audience
Location
Saudi Arabia | 2 |
New York | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Samantha Vasy – ProQuest LLC, 2024
This qualitative case study investigates teachers' perceptions of the Good Behavior Game (GBG) intervention within the context of a special education school. The primary research question guiding this study is: What are school staff's perceptions of the Good Behavior Game in a special education school? The study employs a qualitative approach,…
Descriptors: Educational Games, Student Behavior, Special Education, Special Education Teachers
Rossley, Amanda Crim – ProQuest LLC, 2023
Registered nurses (RNs) working in today's healthcare environment must consistently learn new knowledge and skills, keep abreast of practice changes, and implement strategies to improve patient outcomes. However, healthcare organizations face significant challenges as they attempt to facilitate efficient training. Nursing professional development…
Descriptors: Nurses, Professional Development, Gamification, Educational Games
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
Eyupoglu, Tayyibe Fulya – ProQuest LLC, 2023
The current study aimed to contribute to the literature by implementing an intervention that examines the effects of explicit metacognitive strategy training and prompts embedded within a Game-Based Learning Environment (GBLE), "Missions with Monty," on metacognitive monitoring accuracy, game performance, and science knowledge of…
Descriptors: Game Based Learning, Metacognition, Educational Games, Grade 5
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Rania Abdulkareem Kokandy – ProQuest LLC, 2021
Students often see mathematics as a hard subject because they have to rely on logic, mathematical theories of equations, proofs, and some of math concepts that are difficult to understand, which contributes to students' poor performance and low motivation to learn math. Therefore, the purpose of this quantitative study was to investigate the…
Descriptors: Game Based Learning, Mathematics Instruction, Educational Games, Grade 4
Kevin R. Glover – ProQuest LLC, 2021
Clinically appropriated and procedurally correct hand hygiene is performed less than 50% of the time by health professionals resulting in suboptimal patient care. The use of serious simulation games has been suggested to provide emerging health professional students the opportunity to practice proper hand hygiene behaviors to individualized,…
Descriptors: Hygiene, Allied Health Personnel, Allied Health Occupations Education, Program Effectiveness
Cooper, Lynette Renee – ProQuest LLC, 2018
The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This…
Descriptors: Mathematics Achievement, Academically Gifted, Educational Games, Video Games
Bawa, Papia – ProQuest LLC, 2017
The study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners' performance outcomes, as well as stakeholders' (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings…
Descriptors: Computer Games, Simulated Environment, Educational Technology, Technology Uses in Education
Altammami, Osamah – ProQuest LLC, 2017
A recent study in Saudi Arabia uncovered certain prevalent health-risk behaviors amongst the adolescent population. One of the most prevalent behaviors identified by this study is health-risk dietary behavior. In general, adolescents in Saudi Arabia reported poor dietary behaviors. Furthermore, the problem of poor diet in the adolescent population…
Descriptors: Foreign Countries, Health Behavior, Eating Habits, Adolescents
Siyahhan, Sinem – ProQuest LLC, 2011
The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…
Descriptors: Educational Games, Video Games, Parent Child Relationship, Design
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
Tarbay, Joshua J. – ProQuest LLC, 2011
The problem addressed in this study was the increasing number of overweight and obese children and the increased demand for cost-effective methods of combating this epidemic. One method used to promote weight loss and to increase movement levels and cardiovascular endurance among school-aged children, is the Konami [R] brand dancing game, Dance…
Descriptors: Metabolism, Physical Education, College Students, Obesity
Schmitt, Sara A. – ProQuest LLC, 2013
In recent years, self-regulation has emerged as a foundational skill for academic success and well-being. Unfortunately, many children enter kindergarten without the self-regulation skills necessary to succeed. Children from high-risk backgrounds (e.g., low-income) are particularly vulnerable for difficulties in self-regulation development. Given…
Descriptors: School Readiness, At Risk Students, Low Income Groups, Self Control
Lee, Joey J. – ProQuest LLC, 2009
Serious Games are digital games with an educational, informative, or persuasive goal beyond mere entertainment (Abt, 2002). They are promising because they often contain features that appear to be useful for learning (Squire, 2004), eliciting behavioral or attitudinal change (Yee, 2007) or encouraging new perspective taking, empathy, and new ways…
Descriptors: Computer Games, Educational Games, Individual Development, Identification (Psychology)