Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 6 |
Descriptor
Design | 6 |
Statistical Analysis | 6 |
Video Games | 6 |
Foreign Countries | 3 |
Affective Behavior | 2 |
Comparative Analysis | 2 |
Computer Software | 2 |
Correlation | 2 |
Educational Games | 2 |
Educational Technology | 2 |
Grade 7 | 2 |
More ▼ |
Source
British Journal of… | 1 |
Digital Education Review | 1 |
E-Learning and Digital Media | 1 |
Journal of Computers in… | 1 |
Journal of Education and Work | 1 |
Simulation & Gaming | 1 |
Author
Annetta, Leonard | 1 |
Bohácková, Petra | 1 |
Cheng, Meng-Tzu | 1 |
Comunian, Roberta | 1 |
Ellis, Suria | 1 |
Faggian, Alessandra | 1 |
Folta, Elizabeth | 1 |
Fusarelli, Bonnie | 1 |
Gandolfi, Enrico | 1 |
Holmes, Shawn | 1 |
Islas Sedano, Carolina | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 5 |
Reports - Descriptive | 1 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 3 |
Grade 7 | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Grade 10 | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 8 | 1 |
More ▼ |
Audience
Location
Czech Republic | 1 |
Finland | 1 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Gandolfi, Enrico – E-Learning and Digital Media, 2018
This article aims to enlighten how individuals apply and develop cooperative and computational thinking in online collaborative challenges, and what ludic features support or discourage such approaches. Over n = 1400 subjects have been involved with a quantitative survey about three collaboration-based video games--i.e. "Overwatch,"…
Descriptors: Video Games, Group Activities, Cooperative Learning, Logical Thinking
CyGaMEs Selene Player Log Dataset: Gameplay Assessment, Flow Dimensions and Non-Gameplay Assessments
Reese, Debbie Denise – British Journal of Educational Technology, 2015
The "Selene: A Lunar Construction GaME" instructional video game is a robust research environment (institutional review board approved) for investigating learning, affect, and the CyGaMEs Metaphorics approach to instructional video game design, embedded assessment, and informatics analysis and reporting. CyGaMEs applies analogical…
Descriptors: Video Games, Educational Technology, Research, Design
Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
Comunian, Roberta; Faggian, Alessandra; Jewell, Sarah – Journal of Education and Work, 2015
In this article, we ask what role both digital and artistic human capital play in the creative economy by examining employment patterns of digital technology (DT) and creative arts and design (CAD) graduates. Using student micro-data collected by the Higher Education Statistical Agency (HESA) in the United Kingdom, we investigate the…
Descriptors: Foreign Countries, Human Capital, Unemployment, Design
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
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