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Lambert, Richard G. – Center for Educational Measurement and Evaluation, 2023
This study sought to investigate whether there were performance differences between the children who engaged with the Ignite by Hatchâ„¢ educational gaming system using the English- or Spanish-language versions of the games. Differential item functioning methods (DIF) were employed to investigate these differences. Specifically, DIF analyses can…
Descriptors: Comparative Analysis, Educational Games, Spanish, English
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Houston Independent School District, 2018
Vocabulary.com is an online adaptive game that teaches students words by systematic exposure to a variety of question types and activities and by understanding all the word meanings and nuances as they are learned. Vocabulary.com teaches 14,000 words using over 208,000 questions. It has been implemented with the Houston Independent School…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Vocabulary Development
Smithsonian Center for Learning and Digital Access (Smithsonian Learning Lab), 2017
Launched in June 2016, the Smithsonian Learning Lab (SLL) provides access to the digital resources from across the Smithsonian's 19 museums, 9 major research centers, and the National Zoo, to be used as real-world learning experiences. It is designed to aid students in building lasting knowledge and critical skills that take learners from simply…
Descriptors: Electronic Learning, Student Needs, Learning Laboratories, Experiential Learning
Holmes, Venita – Houston Independent School District, 2015
During the 2014-2015 academic year, 1,148 students registered and 820 elementary, middle, and high-school students played the New Digital Energy Game (NDE) game in the Houston Independent School District (HISD). The NDE game was designed to enrich students' science experiences in order to stimulate their interests and attitudes to pursue science…
Descriptors: Educational Games, Elementary School Students, Middle School Students, High School Students
Kerr, Deirdre; Chung, Gregory K. W. K.; Iseli, Markus R. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Analyzing log data from educational video games has proven to be a challenging endeavor. In this paper, we examine the feasibility of using cluster analysis to extract information from the log files that is interpretable in both the context of the game and the context of the subject area. If cluster analysis can be used to identify patterns of…
Descriptors: Video Games, Multivariate Analysis, Data Analysis, Context Effect
Wainess, Richard; Kerr, Deirdre; Koenig, Alan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Descriptors: Video Games, Teaching Methods, Educational Games, Feedback (Response)
Wendt, Staci; Rice, John; Nakamoto, Jonathan – WestEd, 2014
The MIND Research Institute contracted with the Evaluation Research Program at WestEd to conduct an independent assessment of mathematics outcomes in elementary school grades across California that were provided with the ST Math program. Spatial-Temporal (ST) Math is a game-based instructional software designed to boost K-5 and secondary-level…
Descriptors: Educational Games, Computer Software, Teaching Methods, Elementary School Mathematics

Oldknow, Adrian – Mathematics in School, 1986
Some techniques used in making animated computer games in order to highlight their mathematical content are presented through specific examples. (MNS)
Descriptors: Computer Graphics, Computer Software, Educational Games, Mathematics Education
Vojtisek, John E. – Nibble, The Reference for Apple Computing, 1984
Provides complete listing of an Applesoft arcade-style game which teaches rapid recognition, discrimination, and sequencing of the alphabet. Four levels of play are featured for sequential reinforcement of these skills. The game also trains left-to-right scanning, promotes development of visual-motor integration skills, and develops directionality…
Descriptors: Alphabetizing Skills, Computer Software, Educational Games, Prereading Experience
Ching, W.-K.; Lee, M. S. – International Journal of Mathematical Education in Science & Technology, 2005
This short note introduces an interesting random walk on a circular path with cards of numbers. By using high school probability theory, it is proved that under some assumptions on the number of cards, the probability that a walker will return to a fixed position will tend to one as the length of the circular path tends to infinity.
Descriptors: Probability, Mathematical Concepts, High Schools, Mathematics Education
Nute, Donald – Nibble, The Reference for Apple Computing, 1984
Presents the complete Applesoft listing of a traditional adventure program. The unique feature of the program is the incorporation of mathematics word problems into the adventure. Students aged 10 and up should be able to solve these problems with little or no effort. (JN)
Descriptors: Computer Software, Educational Games, Elementary School Mathematics, Intermediate Grades