Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 4 |
Descriptor
Source
| Education & Training | 1 |
| Electronic Journal of… | 1 |
| Journal of Research in Reading | 1 |
| Journal of STEM Education:… | 1 |
Author
| Clark, Aaron C. | 1 |
| De Grove, Frederik | 1 |
| Ernst, Jeremy V. | 1 |
| Jansz, Jeroen | 1 |
| Neys, Joyce | 1 |
| Smith, Glenn Gordon | 1 |
| Tsai, Chia-Wen | 1 |
| Van Looy, Jan | 1 |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
Education Level
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 5 | 1 |
| High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| Florida | 1 |
| North Carolina | 1 |
| Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Smith, Glenn Gordon – Journal of Research in Reading, 2012
This study compared books with embedded computer games (via pentop computers with microdot paper and audio feedback) with regular books with maps, in terms of fifth graders' comprehension and retention of spatial details from stories. One group read a story in hard copy with embedded computer games, the other group read it in regular book format…
Descriptors: Feedback (Response), Play, Computer Games, Grade 5
Ernst, Jeremy V.; Clark, Aaron C. – Journal of STEM Education: Innovations and Research, 2012
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…
Descriptors: Computers, Educational Technology, Vocational Education, Student Attitudes
Tsai, Chia-Wen – Education & Training, 2012
Purpose: The author redesigned a course titled "Applied Information Technology: Networking" and applied online collaborative learning (CL) with initiation and self-regulated learning (SRL) to improve students' involvement in this course in an environment that is full of free online games, shopping websites, and social networking…
Descriptors: Computer Assisted Instruction, Computers, Educational Technology, Information Technology
De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty

Peer reviewed
Direct link
