Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 8 |
Descriptor
Game Based Learning | 8 |
Gender Differences | 8 |
Program Effectiveness | 8 |
Educational Games | 7 |
Video Games | 5 |
Educational Technology | 4 |
Foreign Countries | 4 |
Student Attitudes | 4 |
Academic Achievement | 3 |
Grade 6 | 3 |
Integrated Learning Systems | 3 |
More ▼ |
Source
ProQuest LLC | 2 |
AERA Online Paper Repository | 1 |
Comunicar: Media Education… | 1 |
Grantee Submission | 1 |
IEEE Transactions on Learning… | 1 |
International Educational… | 1 |
Marzano Research | 1 |
Author
Publication Type
Reports - Research | 5 |
Dissertations/Theses -… | 2 |
Journal Articles | 2 |
Numerical/Quantitative Data | 2 |
Collected Works - Proceedings | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Elementary Education | 6 |
Intermediate Grades | 4 |
Middle Schools | 4 |
Grade 6 | 3 |
Secondary Education | 3 |
Grade 4 | 2 |
Grade 8 | 2 |
High Schools | 2 |
Higher Education | 2 |
Junior High Schools | 2 |
Postsecondary Education | 2 |
More ▼ |
Audience
Location
California | 2 |
Brazil | 1 |
Kansas | 1 |
Saudi Arabia | 1 |
Spain (Madrid) | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards with or without Reservations | 2 |
Rania Abdulkareem Kokandy – ProQuest LLC, 2021
Students often see mathematics as a hard subject because they have to rely on logic, mathematical theories of equations, proofs, and some of math concepts that are difficult to understand, which contributes to students' poor performance and low motivation to learn math. Therefore, the purpose of this quantitative study was to investigate the…
Descriptors: Game Based Learning, Mathematics Instruction, Educational Games, Grade 4
Su, Jun-Ming; Yang, Yi-Ching; Weng, Tzu-Nin; Li, Meng-Jhen; Wang, Chi-Jane – Comunicar: Media Education Research Journal, 2021
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game's…
Descriptors: COVID-19, Pandemics, Educational Games, Health Behavior
Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
Holly Yvonne Freeman Pope – ProQuest LLC, 2017
This dissertation examines the digital game-based learning experiences of historically underserved students in their elementary mathematics classes. Using the Digital Math Game-Based Experience Framework, I describe their experience in terms of the mathematical proficiency gains, cultural models of high functioning digital math game players, and…
Descriptors: Game Based Learning, Video Games, Educational Technology, Elementary School Students
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Hsu, Kuang-Chen; Hsu, YuPing; Olesh, Ryan – AERA Online Paper Repository, 2017
This study attempts to gain insight into whether and what types of gamification have the potential to contribute to students' learning performances while also remaining gender equality in science education. Two types of game elements including competition (gamified animation) and cooperation (social gamified animation) were integrated into an…
Descriptors: Educational Games, Educational Technology, Animation, Video Games
Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis