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Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Araújo, Rui; Hastie, Peter; Lohse, Keith R.; Bessa, Cristiana; Mesquita, Isabel – European Physical Education Review, 2019
The purpose of this study was to analyse 18 Portuguese high school students' game play performance improvements across three hybrid Sport Education-Step-Game-Approach volleyball seasons. Students' play performance at the entry and exit points of each season was evaluated using the Game Performance Assessment Instrument during 2vs2 games. A series…
Descriptors: Team Sports, Games, Models, Foreign Countries
Hallgren, Eva; Österlind, Eva – Education Sciences, 2019
The purpose is to investigate process drama for teaching civics, mainly democracy and migration. Process drama implies students and teacher to take on roles, to explore a subject content collectively. The study is based on a secondary school educational initiative where a drama pedagogue was invited to address civics through process drama. Four…
Descriptors: Theater Arts, Civics, Democracy, Migration
Karumbaiah, Shamya; Baker, Ryan S.; Shute, Valerie – International Educational Data Mining Society, 2018
Identifying struggling students in real-time provides a virtual learning environment with an opportunity to intervene meaningfully with supports aimed at improving student learning and engagement. In this paper, we present a detailed analysis of quit prediction modeling in students playing a learning game called Physics Playground. From the…
Descriptors: Predictor Variables, Academic Persistence, Educational Games, Play
Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce – International Journal of Game-Based Learning, 2016
Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…
Descriptors: Middle School Students, Educational Games, Grade 9, Games
Sorariutta, Anne; Silvén, Maarit – Infant and Child Development, 2018
Finnish students' international success in mathematics has been largely explained by the high-quality compulsory basic education system, while increasing evidence suggests that early childhood contexts can also promote development long before formal instruction begins. This study examined, in a sample of 66 mother-infant dyads, 2 early contextual…
Descriptors: Mothers, Parent Child Relationship, Mathematics Skills, Preschool Children
McCombs, Jennifer Sloan; Augustine, Catherine H.; Unlu, Fatih; Ziol-Guest, Kathleen M.; Naftel, Scott; Gomez, Celia J.; Marsh, Terry; Akinniranye, Goke; Todd, Ivy – RAND Corporation, 2019
Research evidence suggests that summer breaks contribute to income-based achievement and opportunity gaps for children and youth. However, summertime can also be used to provide programs that support an array of goals for children and youth, including improved academic achievement, physical health, mental health, social and emotional well-being,…
Descriptors: Summer Programs, Access to Education, Elementary Secondary Education, Federal Legislation
Grehaigne, Jean-Francis; Caty, Didier; Godbout, Paul – Physical Education and Sport Pedagogy, 2010
Background: Sport Education and "Tactical decision learning model" (TDLM) are two curriculum models used by physical education teachers in France to help students in the development of a tactical intelligence of game play in the didactics of team sports. Purpose: Identify prototypic configurations of play in the sense that they represent…
Descriptors: Foreign Countries, Physical Education, Team Sports, Games
Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
Mastergeorge, Ann M.; Martinez, Jose Felipe – Journal of Psychoeducational Assessment, 2010
Inclusion of students with disabilities in district-wide and state assessments is mandated by federal regulations, and teachers sometimes play an important role in rating these students' work. In this study, trained teachers rated student proficiency in performance assessments in language arts and mathematics in third, fifth, and ninth grades. The…
Descriptors: Play, Inclusion, Disabilities, Program Effectiveness
Swearingen, Dixie K. – ProQuest LLC, 2011
This experimental study examined the effect of an educational massive multiplayer online game (MMOG) on achievement on a standards-based mathematics exam. It also examined the interaction of student characteristics (gender and socioeconomic status) with digital game play on mathematics achievement. Two hundred eighty ninth grade students from a…
Descriptors: Mathematics Achievement, Grade 9, High School Students, Computer Games
Haug, Ellen; Torsheim, Torbjorn; Sallis, James F.; Samdal, Oddrun – Health Education Research, 2010
The school is an important setting for physical activity. The purpose of the present study was to examine the association between physical environmental characteristics and participation in daily physical activity during school breaks. Data from 130 schools and 16 471 students (Grades 4-10) in Norway were obtained in 2004 through self-administered…
Descriptors: Secondary School Students, Physical Activities, Females, Physical Activity Level
Winn, Brian; Heeter, Carrie – Innovate: Journal of Online Education, 2007
Educational game designs must balance the often conflicting values of game designers, instructional designers, and content experts. In order to reach this balance, however, colleagues should adopt development strategies that already inform the design of commercial computer games. Commercial game designers recognize that great games are not created…
Descriptors: Educational Games, Educational Testing, Educational Technology, Play
Russian Education and Society, 2004
In this chapter, the authors attempt not only to discern aspects that relate to age, place, and the amount of time devoted to playing computer games in adolescence, but also to study content characteristics of their attitudes such as: the developmental dynamic in the change of their genre preferences in computer games, changes in factors that…
Descriptors: Comparative Analysis, Student Attitudes, Games, Computers