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
Information Technology | 3 |
Program Effectiveness | 3 |
Video Games | 3 |
Student Attitudes | 2 |
Academic Achievement | 1 |
Biochemistry | 1 |
Children | 1 |
College Freshmen | 1 |
Computer Simulation | 1 |
Computers | 1 |
Down Syndrome | 1 |
More ▼ |
Author
Cengiz Gunduzalp | 1 |
Chiang, Ching-Sui | 1 |
Ip, Barry | 1 |
Jacobs, Gabriel | 1 |
Su, Chwen-Yng | 1 |
Wang, Chih-Chung | 1 |
Watkins, Alan | 1 |
Wuang, Yee-Pay | 1 |
Publication Type
Journal Articles | 3 |
Reports - Evaluative | 2 |
Reports - Research | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 1 |
Audience
Location
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…
Descriptors: Intervention, Computer Simulation, Down Syndrome, Occupational Therapy
Ip, Barry; Jacobs, Gabriel; Watkins, Alan – Australasian Journal of Educational Technology, 2008
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency--measured as the…
Descriptors: Undergraduate Students, Video Games, Academic Achievement, Program Effectiveness