Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 12 |
Descriptor
Program Effectiveness | 12 |
Science Instruction | 12 |
Video Games | 12 |
Educational Technology | 11 |
Educational Games | 7 |
Teaching Methods | 6 |
High School Students | 5 |
Game Based Learning | 4 |
Knowledge Level | 4 |
Secondary School Science | 4 |
Student Motivation | 4 |
More ▼ |
Source
Author
Alonso Fernández, Cristina | 1 |
Anderson, Janice | 1 |
Annetta, Leonard A. | 1 |
Barnett, Michael | 1 |
Chang, C-S. | 1 |
Cheng, Meng-Tzu | 1 |
Dai, Chih-Pu | 1 |
Desmarais, Michel, Ed. | 1 |
Epstein, Joel | 1 |
Erzsébet Antal | 1 |
Erzsébet Korom | 1 |
More ▼ |
Publication Type
Journal Articles | 9 |
Reports - Research | 8 |
Dissertations/Theses -… | 2 |
Collected Works - Proceedings | 1 |
Reports - Evaluative | 1 |
Education Level
Secondary Education | 8 |
High Schools | 6 |
Elementary Education | 4 |
Junior High Schools | 4 |
Middle Schools | 4 |
Elementary Secondary Education | 2 |
Grade 11 | 2 |
Grade 8 | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Grade 10 | 1 |
More ▼ |
Audience
Location
Brazil | 1 |
Malaysia | 1 |
Missouri (Saint Louis) | 1 |
Taiwan | 1 |
Laws, Policies, & Programs
Assessments and Surveys
National Assessment of… | 1 |
What Works Clearinghouse Rating
Lilla Bónus; Erzsébet Antal; Erzsébet Korom – Journal of Science Education and Technology, 2024
This research focuses on "BioScientist," a digital game-based, inquiry-based learning program embedded in the biology curriculum that develops inquiry skills in 8th-grade students. The aim of this paper is to demonstrate a combination of elements of digital game-based learning (DGBL) with inquiry-based learning (IBL) through…
Descriptors: Educational Technology, Game Based Learning, Video Games, Inquiry
Kantorski, Brinley – ProQuest LLC, 2022
Digital educational games have been a part of the educational landscape since the early 1970s. Since then, there has been a proliferation in the quantity, format, type, and quality of digital educational games available to classroom teachers. Despite this, the body of literature surrounding the effectiveness of these digital educational games…
Descriptors: Computer Games, Educational Technology, Video Games, Program Effectiveness
Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement
Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction
Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike – Journal of Research in Science Teaching, 2013
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…
Descriptors: Video Games, Educational Games, Educational Technology, Teaching Methods
Anderson, Janice; Barnett, Michael – Journal of Science Education and Technology, 2011
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called "Supercharged!" on pre-service teachers' understanding of electromagnetic concepts compared to students who…
Descriptors: Science Laboratories, Program Effectiveness, Learning Experience, Teaching Methods
Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu – Computers & Education, 2009
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Descriptors: Video Games, Genetics, Program Effectiveness, High School Students
Hickey, Daniel T.; Ingram-Goble, Adam A.; Jameson, Ellen M. – Journal of Science Education and Technology, 2009
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of…
Descriptors: Feedback (Response), Test Items, Student Evaluation, Achievement Tests
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