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Jeremy Bernier; Elisabeth R. Gee; Yuchan Gao; Luis E. Pérez Cortés; Taylor M. Kessner – Information and Learning Sciences, 2024
Purpose: The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games). Design/methodology/approach: The data for this study consist of transcripts of five playfixing sessions with a total of 16…
Descriptors: Games, Creative Thinking, Pilot Projects, College Students
Matteo Giuriato; Alessandro Gatti; Vittoria Carnevale Pellino; Alice Bianchi; Sara Zanelli; Agnese Pirazzi; Caterina Cavallo; Antonia Quatrale; Alessandra Anna Gazzarri; Matteo Vandoni; Gianvincenzo Zuccotti; Valeria Calcaterra – Journal of Applied Research in Intellectual Disabilities, 2025
Background: Limited knowledge exists regarding the effectiveness of training programmes for individuals with Down syndrome, particularly innovative approaches like tele-coaching. Our pilot study aimed to improve strength and balance using tele-coaching sessions in children with Down syndrome. Materials and Methods: We enrolled 18 children and…
Descriptors: Telecommunications, Coaching (Performance), Pilot Projects, Psychomotor Skills
Golos, Anat; Freiman, Shlomit – Journal of Occupational Therapy, Schools & Early Intervention, 2022
Play is a central occupation of children, contributing to their development. Play opportunities depend on physical, social, and cultural environments. Family-focused programs need to be developed and adapted to diverse populations. This study endeavored to evaluate the effectiveness of a short-term intervention enrichment program for a group of…
Descriptors: Pilot Projects, Play, Intervention, Enrichment Activities
Rigg, Elizabeth; van der Wal-Maris, Stella – Discourse and Communication for Sustainable Education, 2020
The importance of sustainable education is increasingly being seen over the last decade. One way is by offering social entrepreneurship education (SEE): education that addresses engagement (empathy, compassion and care) and entrepreneurship. In a Dutch institute for primary teacher education, a pilot study was undertaken on SEE. Student teachers…
Descriptors: Student Teachers, Entrepreneurship, Foreign Countries, Elementary School Teachers
Zhang, Lian; Warren, Zachary; Swanson, Amy; Weitlauf, Amy; Sarkar, Nilanjan – Journal of Autism and Developmental Disorders, 2018
Collaborative virtual environments (CVEs), which allow naturalistic communication between two or more individuals in a shared virtual environment, hold promise as a tool for measuring and promoting social communication between peers. In this work, a CVE platform and a set of CVE-based collaborative games are designed for children with autism…
Descriptors: Verbal Communication, Children, Pervasive Developmental Disorders, Autism
Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
Evans, Josie M. M.; Connelly, Jenni; Jepson, Ruth; Gray, Cindy; Shepherd, Ashley; Mackison, Dionne – Health Education Journal, 2018
Objective: A Bingo club was selected for the design and delivery of a health intervention (Well!Bingo) in order to engage with older women living in areas of socio-economic disadvantage. In the light of our experience, we discuss the significance of the setting in relation to a typology of health promotion settings. Design and Setting: The…
Descriptors: Foreign Countries, Physical Activities, Intervention, Games
Bird, Elizabeth Kay-Raining; Joshi, Nila; Cleave, Patricia L. – Language, Speech, and Hearing Services in Schools, 2016
Purpose: The Expository Scoring Scheme (ESS) is designed to analyze the macrostructure of descriptions of a favorite game or sport. This pilot study examined inter- and intrarater reliability of the ESS and use of the scale to capture developmental change in elementary school children. Method: Twenty-four children in 2 language groups (monolingual…
Descriptors: Reliability, Scoring, Games, Athletics
Lindsay, Sally; McPherson, Amy C.; Aslam, Henna; McKeever, Patricia; Wright, Virginia – Child & Youth Care Forum, 2013
Background: Although social exclusion among typically developing school-aged children has been well explored, it is under-researched for children with disabilities even though they are at a higher risk for being excluded. While there are a number of different programs available to improve social inclusion at school, the appeal of these programs to…
Descriptors: Disabilities, Social Isolation, Foreign Countries, Group Discussion
Oakes, Jane; Gardiner, Paula; McLaughlin, Kristin; Battersby, Malcolm – International Journal of Mental Health and Addiction, 2012
An innovative pilot treatment program was developed for problem gamblers living in rural areas of Australia using cognitive behaviour therapy (CBT) modified from an established specialist therapy service. The standard 12 weekly group program was delivered on site by adapting it to two 1 week blocks with daily group sessions and 1 week of patient…
Descriptors: Counseling Techniques, Pilot Projects, Rural Areas, Foreign Countries
Sinn, Robb; Phipps, Marnie – International Journal for the Scholarship of Teaching and Learning, 2013
A simulated academic career was combined with inquiry-based learning in an upper-division undergraduate mathematics course. Concepts such as tenure, professional conferences and journals were simulated. Simulation procedures were combined with student-led, inquiry-based classroom formats. A qualitative analysis (ethnography) describes the culture…
Descriptors: Undergraduate Students, Mathematics Education, Career Education, Simulation
Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H. – Journal of Computer Assisted Learning, 2012
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Learning Activities
Scheu, Ian Edward; Lawrence, Thomas – Journal of Educational Computing Research, 2013
This article details the construction of a computer program to test cognitive processing differences in adolescents engaged in a standard presentation of tests versus a fantasy-based game presentation. The article will discuss the challenges of creating a replication of traditional psychological tests into a new medium which holds comparable…
Descriptors: Psychological Testing, Computer Assisted Testing, Games, Adolescents
Roberts, Simon; Fairclough, Stuart – European Physical Education Review, 2012
The primary purpose of this study was to develop and validate a System for Observing the Teaching of Games in Physical Education (SOTG-PE). Primary pilot testing of the SOTG-PE was conducted in a large, selective, all-boys secondary school in the north-west of England. Two hundred and eighty three pupils aged 11-16 volunteered as participants for…
Descriptors: Expertise, Physical Education, Observation, Testing
Piatt, Katie – Campus-Wide Information Systems, 2009
Purpose: This paper aims to describe a pilot project investigating the use of alternate reality game/treasure-hunt formats to provide an alternative to existing mechanisms for introducing new students to university information and services. Design/methodology/approach: An alternate reality game was designed to be played online and offline, which…
Descriptors: Pilot Projects, Social Networks, Case Studies, Games
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