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Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
Norton, Priscilla; Hathaway, Dawn – Educational Technology, 2012
In this article, the CLICK ("C"omputer Games and "L"iteracy "I"ntegrated with "C"ontent "K"nowledge) design model for high school education is proposed and developed as an instructional response to concerns about content coverage versus deeper content knowledge, learners' inability to grasp the meanings embedded in complex text, and disregard for…
Descriptors: Expertise, Instructional Design, High Schools, Computer Games
Rieber, Lloyd P.; Matzko, Michael J. – Educational Technology, 2001
These designers approaches their physics lesson design task from the viewpoint of play. The designs, all having strong gaming influences, aim to be flexible enough to take advantage of the experience and ideas of a teacher working with a standard curriculum, yet interesting enough for students to want to continue exploring resources on their own…
Descriptors: Computer Games, Experiential Learning, Games, Instructional Design