Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Program Effectiveness | 3 |
Video Games | 3 |
Educational Technology | 2 |
Learner Engagement | 2 |
Adolescents | 1 |
Age Differences | 1 |
Audiences | 1 |
Child Behavior | 1 |
Children | 1 |
Climate | 1 |
Comparative Analysis | 1 |
More ▼ |
Source
Educational Media… | 3 |
Author
Avraamidou, Lucy | 1 |
Bárbara Mariana… | 1 |
Chang, Mido | 1 |
Evans, Michael A. | 1 |
Kim, Sunha | 1 |
Koutromanos, George | 1 |
María Teresa Silva-Fernández | 1 |
Norton, Anderson | 1 |
Samur, Yavuz | 1 |
Sara Serrate González | 1 |
Publication Type
Journal Articles | 3 |
Reports - Evaluative | 2 |
Information Analyses | 1 |
Reports - Research | 1 |
Education Level
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 6 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Intermediate Grades | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Bárbara Mariana Gutiérrez-Pérez; María Teresa Silva-Fernández; Sara Serrate González – Educational Media International, 2024
The aim of this paper is to describe and analyze the process of co-creation and evaluation of an educational video game application called "Natur-Kingdom," developed within the framework of the NaturTEC-Kids Living Lab with the active participation of children and adolescents. This article aims to demonstrate how the integration of end…
Descriptors: Video Games, Educational Technology, Learner Engagement, Children
Koutromanos, George; Avraamidou, Lucy – Educational Media International, 2014
Our purpose in this paper is to review studies that explored the impact of the use of mobile games in both formal and informal learning environments. Through a review of studies on mobile learning that have been published between 2000 and 2013, we aim to identify the ways in which researchers used mobile games in a variety of learning…
Descriptors: Literature Reviews, Telecommunications, Educational Technology, Video Games
Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Samur, Yavuz – Educational Media International, 2015
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine-week period, [The Math App] was deployed as an intervention for investigation. Students were assigned…
Descriptors: Educational Games, Mathematics Skills, Middle School Students, Grade 6