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Horwitz, Paul; Reichsman, Frieda; Lord, Trudi; Dorsey, Chad; Wiebe, Eric; Lester, James – Technology, Knowledge and Learning, 2023
Studies of educational games often treat them as "black boxes" (Black and Wiliam in Phi Delta Kappan 80: 139-48, 1998; Buckley et al. in Int J LearnTechnol 5:166-190, 2010; Buckley et al. in J Sci Educ Technol 13: 23-41, 2010) and measure their effectiveness by exposing a treatment group of students to the game and comparing their…
Descriptors: Educational Games, Genetics, Middle School Students, High School Students
Moyer-Packenham, Patricia S.; Roxburgh, Allison L.; Litster, Kristy; Kozlowski, Joseph S. – Technology, Knowledge and Learning, 2022
The purpose of this study was to examine relationships between students' semiotic representational transformations and students' mathematics performance outcomes in digital math games. The study employed a convergent parallel mixed methods design. Students in Grades 4, 5, and 6 (ages 9-12) played nine digital math games. Researchers administered…
Descriptors: Semiotics, Computer Games, Educational Games, Mathematics Education
Sunday, Kissinger; Oyelere, Solomon Sunday; Agbo, Friday Joseph; Aliyu, Muhammad Bello; Balogun, Oluwafemi Samson; Bouali, Nacir – Technology, Knowledge and Learning, 2023
Many empirical studies have shown that educational games and recent technologies impact education and increase learning effectiveness, students' motivation and engagement. The overall aim of this study is to evaluate the usability of Imikode, a virtual reality (VR) game that was developed to introduce the concepts of object-oriented programming to…
Descriptors: Usability, Program Evaluation, Instructional Effectiveness, Computer Games
Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L. – Technology, Knowledge and Learning, 2016
In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…
Descriptors: Educational Games, Computer Games, Selection, Problem Solving
McCarthy, Elizabeth; Tiu, Michelle; Li, Linlin – Technology, Knowledge and Learning, 2018
This paper presents two studies of transmedia interventions in the classroom. The two studies address how narrative-based transmedia curricular resources can support student learning in early mathematics. The studies were designed to identify the affordances (features and advantages) of transmedia-based learning in preschool and first grade…
Descriptors: Elementary School Mathematics, Mathematics Instruction, Multimedia Instruction, Preschool Children
Culp, Katherine McMillan; Martin, Wendy; Clements, Margaret; Lewis Presser, Ashley – Technology, Knowledge and Learning, 2015
Rigorous studies of the impact of digital games on student learning remain relatively rare, as do studies of games as supports for learning difficult, core curricular concepts in the context of normal classroom practices. This study uses a blocked, cluster randomized controlled trial design to test the impact of a digital game, played as homework…
Descriptors: Middle School Students, Computer Games, Educational Games, Intervention
Meletiou-Mavrotheris, Maria; Prodromou, Theodosia – Technology, Knowledge and Learning, 2016
The paper reports the main insights from a study aimed at equipping a group of pre-service teachers with the knowledge, skills, and practical experience required to effectively integrate educational games within the mathematics curriculum. An instructional intervention based on the Technological Pedagogical and Content Knowledge framework was…
Descriptors: Educational Games, Preservice Teachers, Teacher Education, Teaching Methods