Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Educational Games | 3 |
Interviews | 3 |
Mixed Methods Research | 3 |
Observation | 3 |
Pretests Posttests | 3 |
Computer Games | 2 |
High School Students | 2 |
Mathematics Achievement | 2 |
Models | 2 |
Student Motivation | 2 |
Achievement Gains | 1 |
More ▼ |
Author
Foster, Aroutis | 3 |
Shah, Mamta | 3 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Grade 5 | 1 |
Grade 6 | 1 |
Grade 9 | 1 |
Junior High Schools | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Foster, Aroutis; Shah, Mamta – Journal of Research on Technology in Education, 2015
This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…
Descriptors: Web 2.0 Technologies, Educational Games, Educational Technology, Computer Assisted Instruction
Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies