Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 6 |
Descriptor
Instructional Effectiveness | 6 |
Models | 6 |
Video Games | 6 |
Educational Games | 3 |
Educational Technology | 3 |
College Students | 2 |
Computer Assisted Instruction | 2 |
Design | 2 |
Elementary School Students | 2 |
Foreign Countries | 2 |
Information Technology | 2 |
More ▼ |
Source
Journal of Interactive… | 2 |
Informatics in Education | 1 |
Journal of Computers in… | 1 |
National Center for Research… | 1 |
ProQuest LLC | 1 |
Author
Bruyère, Marie-Hélène | 1 |
Charland, Patrick | 1 |
Cyr, Stéphane | 1 |
Grobelina, Iwona | 1 |
Janus, Damian | 1 |
Kerr, Deirdre | 1 |
Koenig, Alan | 1 |
Liu, Min | 1 |
Ma, Yuxin | 1 |
Mazurkiewicz, Malgorzata | 1 |
Prejean, Louise | 1 |
More ▼ |
Publication Type
Reports - Research | 5 |
Journal Articles | 4 |
Dissertations/Theses -… | 1 |
Education Level
Elementary Education | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Primary Education | 1 |
Audience
Location
Canada (Montreal) | 1 |
Poland | 1 |
Texas | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
Cyr, Stéphane; Charland, Patrick; Riopel, Martin; Bruyère, Marie-Hélène – Journal of Computers in Mathematics and Science Teaching, 2019
Serious video games (SVGs) are increasingly used as supplementary teaching tools for mathematics education. Several studies report their positive impact on student learning. However, these impacts are variable, and the success of the tools cannot be generalized or extended to all settings or disciplines without an in-depth look at the games…
Descriptors: Foreign Countries, Video Games, Design, Models
Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
Reyna, Concepcion – ProQuest LLC, 2012
An achievement gap between Anglo and Mexican American students is profound in many school districts. The lack of academic vocabulary that many Mexican American students possess is a major constituent that contributes to this educational gap. Conversely, children who enter school with limited vocabulary find reading, difficult, resist reading,…
Descriptors: Internet, At Risk Students, Mexican Americans, Elementary School Students
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis