Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Energy | 3 |
Learning Processes | 3 |
Motion | 3 |
Mechanics (Physics) | 2 |
Video Games | 2 |
Active Learning | 1 |
Blended Learning | 1 |
Cognitive Processes | 1 |
Computer Simulation | 1 |
Context Effect | 1 |
Cooperative Learning | 1 |
More ▼ |
Author
Annetta, Leonard | 1 |
Bäckström, Åsa | 1 |
Cheng, Meng-Tzu | 1 |
Collazo, Kimberly | 1 |
Holmes, Shawn | 1 |
Hsiao, T. -Y. | 1 |
Mangrum, Jennifer | 1 |
Sun, C. -T. | 1 |
Ye, S. -H. | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Education | 1 |
Grade 5 | 1 |
Secondary Education | 1 |
Audience
Location
North Carolina | 1 |
Sweden | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ye, S. -H.; Hsiao, T. -Y.; Sun, C. -T. – Journal of Computer Assisted Learning, 2018
Based on the flipped-classroom model and the potential motivational and instructional benefits of digital games, we describe a flipped game-based learning (FGBL) strategy focused on preclass and overall learning outcomes. A secondary goal is to determine the effects, if any, of the classroom aspects of the FGBL strategy on learning efficiency. Our…
Descriptors: Video Games, Blended Learning, Learning Processes, Scientific Concepts
Bäckström, Åsa – Sport, Education and Society, 2014
The body has become a vital research object in several disciplines in recent years. Indeed, in the social sciences and humanities, a corporeal turn in which embodiment has become a key concept related to learning and socialisation is discussed. This cross-disciplinary paper addresses the epistemological question of how we know what we know and…
Descriptors: Foreign Countries, Physical Activities, Motion, Human Body
Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu – International Journal of Science Education, 2009
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…
Descriptors: Elementary School Students, Video Games, Educational Games, Learning Processes