Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
Association for Educational… | 1 |
Cultural Studies of Science… | 1 |
Instructor | 1 |
ProQuest LLC | 1 |
Simulation & Gaming | 1 |
Technology, Knowledge and… | 1 |
Author
Adams, Caralee | 1 |
Brady Nash | 1 |
Chmiel, Marjee | 1 |
Eve Flores, Yennelly | 1 |
Hsu, Hui-Yin | 1 |
Sam von Gillern | 1 |
Simonson, Michael, Ed. | 1 |
Wang, Shiang-Kwei | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 2 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Information Analyses | 1 |
Opinion Papers | 1 |
Reports - Descriptive | 1 |
Education Level
Elementary Secondary Education | 2 |
Secondary Education | 2 |
Elementary Education | 1 |
High Schools | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Two Year Colleges | 1 |
Audience
Teachers | 1 |
Location
California | 1 |
Cameroon | 1 |
Japan (Tokyo) | 1 |
Nigeria | 1 |
Turkey | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Eve Flores, Yennelly – ProQuest LLC, 2023
This investigation narrates how digital game playing while integrating augmented reality can help enhance higher-order thinking. Digital game playing, when referring to games played on computers, game consoles, or handhelds, can be considered a powerful learning tool in education. The central problem of this investigation lies in the fact that…
Descriptors: Play, Video Games, Computer Simulation, Thinking Skills
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
Adams, Caralee – Instructor, 2011
When kids play video games, they want to perfect their skills, advance to the next level, and become a master. It is the kind of focus that many teachers would love to see in their classrooms. From elementary through high school, computer games are being woven into the curriculum to engage students in new ways. However, many schools lack the…
Descriptors: Expertise, Play, Video Games, Web Sites
Hsu, Hui-Yin; Wang, Shiang-Kwei – Simulation & Gaming, 2010
The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers' beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Technological Literacy
Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses