Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 17 |
Descriptor
Computer Games | 17 |
Content Analysis | 17 |
Educational Games | 17 |
Student Attitudes | 7 |
Foreign Countries | 6 |
Observation | 6 |
Educational Technology | 5 |
Grade 6 | 5 |
Interviews | 5 |
Problem Solving | 5 |
Qualitative Research | 5 |
More ▼ |
Source
Author
Abdul Talib M. Hashim | 1 |
Alexander, Curby | 1 |
Arora, Payal | 1 |
Brysch, Carmen P. | 1 |
Byun, JaeHwan | 1 |
Cagiltay, Kursat | 1 |
Cakir, Hasan | 1 |
Garcia de Hurtado, Belen | 1 |
Gutica, Mirela | 1 |
Hava, Kevser | 1 |
Hou, Huei-Tse | 1 |
More ▼ |
Publication Type
Journal Articles | 14 |
Reports - Research | 10 |
Collected Works - Proceedings | 2 |
Information Analyses | 2 |
Reports - Evaluative | 2 |
Dissertations/Theses -… | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Audience
Location
Taiwan | 4 |
Turkey | 2 |
United States | 2 |
Asia | 1 |
Australia | 1 |
Brazil | 1 |
China | 1 |
Connecticut | 1 |
Denmark | 1 |
Egypt | 1 |
Estonia | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Texas Essential Knowledge and… | 1 |
What Works Clearinghouse Rating
Samah H. Almaki; Mnyero A. Gunda; Khairuddin Idris; Abdul Talib M. Hashim; Siti Rahaimah Ali – Interactive Learning Environments, 2024
Despite simulation games (SGs) being a novel pedagogical tool that can soundly represent real environments to enhance students' learning outcomes, knowledge, and skills, there is still a lack of an overview of the current theoretical understanding of using simulation games as a pedagogical method to develop K-12 learning outcomes. Taking an…
Descriptors: Literature Reviews, Content Analysis, Elementary Secondary Education, Computer Simulation
Joung, Eunmi; Byun, JaeHwan – School Science and Mathematics, 2021
This exploratory study was conducted to evaluate the quality of digital math games by measuring how much the content of a digital game is aligned to the NCTM Content and Process Standards. For this purpose, this study employed a content analysis method. In total, 23 digital mathematics games have been selected and analyzed using an instrument, a…
Descriptors: Content Analysis, Educational Games, Computer Games, Mathematics Education
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Hava, Kevser; Cakir, Hasan – Journal of Educational Multimedia and Hypermedia, 2018
This study presents the findings of a systematic literature review on educational computer game development activity utilized in learning environments. The main aim of this review is to investigate the effects of game design activity on learning outcomes of students. Additionally, there are other factors examined in the review such as participant…
Descriptors: Elementary School Students, Secondary School Students, College Students, Student Developed Materials
Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
Lee, Yu-Hao – International Journal of Game-Based Learning, 2013
Based on theories from problem-based learning, this study content analyzed how educational messages are communicated to players in 108 web-based educational games. An argument of digital game based learning was also examined. Specifically the argument that good games will engage players with problems to solve, include more learning features to…
Descriptors: Environmental Education, Educational Games, Content Analysis, Educational Principles
Ke, Fengfeng – Computers & Education, 2013
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Descriptors: Tutoring, Information Technology, Achievement Tests, Teaching Methods
Alexander, Curby – Computers in the Schools, 2014
In this study, student engagement during classroom activities was investigated where sixth graders created digital media projects using historical images. The study employed a qualitative design involving observations, student artifacts, and interviews while students were creating digital storyboards using a Web-based application developed for…
Descriptors: Middle School Students, Grade 6, Learner Engagement, Production Techniques
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R. – International Journal of Game-Based Learning, 2013
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…
Descriptors: Juvenile Justice, Delinquency, Intervention, Pilot Projects
Brysch, Carmen P.; Huynh, Niem Tu; Scholz, Michael – Journal of Geography, 2012
Computer games, whether accessed online or through commercial software, have learning potential in educational settings. However, alignment with national, state, or local curriculum requirements can create a barrier. The purpose of this study was to conduct a content analysis of selected games that could be used in a sixth grade geography or…
Descriptors: Geography, National Standards, Computers, Content Analysis
Arora, Payal; Itu, Sorina – International Journal of Game-Based Learning, 2012
The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…
Descriptors: Activism, Educational Games, International Organizations, Nongovernmental Organizations
Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Robertson, Michael James – ProQuest LLC, 2009
Digital games and simulations are receiving considerable notice within the library and information science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development.…
Descriptors: Information Science Education, Scaling, Academic Libraries, Information Science
Previous Page | Next Page ยป
Pages: 1 | 2