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Rachael Gruen – Adult Literacy Education, 2024
There is a growing trend of states offering alternative pathways towards a high school equivalency outside of the traditional standardized test. Amidst this landscape, this study utilizes elements of teaching inquiry, participatory action research, and qualitative methods, to investigate the outcomes of using multimodal play in a composition unit…
Descriptors: High School Equivalency Programs, Adult Literacy, Adult Students, Literacy Education
Sam von Gillern; Brady Nash – Technology, Knowledge and Learning, 2025
This scoping review examines scholarship on video games in prominent literacy journals between years 2000 and 2020. 32 articles met inclusion criteria for the study, including 15 articles on entertainment games and 17 articles on serious/educational games. Included articles were categorized by various attributes, including year of publication,…
Descriptors: Video Games, Educational Games, Literacy Education, Instructional Effectiveness
Fornasiero, Marianna; Malucelli, Federico; Pazzi, Rodolfo; Schettini, Tommaso – INFORMS Transactions on Education, 2021
We report on a playful introduction of optimization in a high school. The final event of this experience has been an orienteering competition, in which the decision-making component plays a central role. This type of event has been very involving, and it boosted the interest of the students toward operations research. After summarizing the…
Descriptors: Student Empowerment, Athletics, Navigation, Skill Development
Jon-Chao Hong; Jhen-Ni Ye; Jian-Hong Ye; Ling-Wen Kung – Interactive Learning Environments, 2024
Attentional control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with…
Descriptors: Attention Control, Predictor Variables, Cognitive Processes, Difficulty Level
Kolluri, Suneal – American Journal of Education, 2023
Purpose: Much scholarly hand-wringing has concerned the academic engagement of Black and Latino boys. At the center of these conversations are questions of culture. Cultural disconnects between home and school are profound for students from marginalized communities, particularly so for young men. Prudence Carter asserts that young men in urban…
Descriptors: Masculinity, Males, Cultural Influences, High School Students
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
DeJaynes, Tiffany – International Journal of Information and Learning Technology, 2022
Purpose: The following article examines the playful composing practices of two youth who built on their backgrounds as fan fiction writers, role-players, visual artists and gamers to co-author a multimodal novel across mediated spaces for composing throughout their high school careers. Design/methodology/approach: The study draws on…
Descriptors: Play, Creative Writing, Fiction, Role Playing
Lewis, Cynthia; Crampton, Anne; Scharber, Cassandra – Pedagogies: An International Journal, 2021
This article discusses the role of play and imagination in three urban settings: an ELA classroom, a community organization grounded in civic participation, and a digital learning lab in a library setting. We draw on sociocultural theories of imagination to show that all of the affordances and constraints of the settings contribute to what could…
Descriptors: Imagination, Critical Literacy, Computer Literacy, Play
Martínez D., Omar; Obaya V., Adolfo Eduardo; Hernández B., Martha P.; Ponce P., Rubén Gerardo; Montaño O., Carlos; Vargas R., Yolanda Marina – Online Submission, 2020
Chemistry teaching learning is considered as difficult and boring. The definition of play, based on authors such as Freud, Piaget and Vigotsky, is presented as a stimulating, pleasant and voluntary activity that in the student facilitates his learning and encompasses the different facets of his physical, psychic, social and emotional development.…
Descriptors: Educational Games, Science Education, Science Instruction, Chemistry
Larisa Retyunskikh – Analytic Teaching and Philosophical Praxis, 2020
Dear friends, I am a professor of philosophy and have been teaching philosophy more than 30 years. In 1992, I started to do philosophy with children using my own methods. I had known nothing about Lipman's curriculum. I based my method only on my university experience and philosophical education, trying to do something unofficial and useful for…
Descriptors: Teaching Methods, Philosophy, Play, Children
Toma, Florentina; Diaconu, Daniel Constantin; Popescu, Cristina Maria – Education Sciences, 2021
The present study aims to display how using a personal assessment environment based on the interactive Kahoot! platform actively supports the teaching-learning process. The goal is to improve the instructive-educational process by applying a learning platform based on play and digital technology that favors a qualitative educational endeavor. The…
Descriptors: Educational Technology, Technology Integration, Electronic Learning, Game Based Learning
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
Malegiannaki, Irini; Daradoumis, Thanasis; Retalis, Symeon – International Journal of Game-Based Learning, 2021
Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently…
Descriptors: Story Telling, Educational Games, Game Based Learning, Nonformal Education
Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
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