Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 6 |
Descriptor
Source
Technology, Pedagogy and… | 2 |
ACM Transactions on Computing… | 1 |
Interactive Technology and… | 1 |
International Journal of… | 1 |
Malaysian Online Journal of… | 1 |
Author
Adukaite, Asta | 1 |
Annansingh, Fenio | 1 |
Cantoni, Lorenzo | 1 |
Hossain, Anwar | 1 |
Jones, Christian M. | 1 |
McGill, Monica M. | 1 |
Prestridge, Sarah | 1 |
Rahman, Shahidur | 1 |
Salam, Abdus | 1 |
Stieler-Hunt, Colleen J. | 1 |
Veli, Thomas | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Education Level
Elementary Education | 2 |
Secondary Education | 2 |
Grade 8 | 1 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Stieler-Hunt, Colleen J.; Jones, Christian M. – Technology, Pedagogy and Education, 2017
Significant barriers to using digital games in classrooms exist despite evidence to indicate digital games can enhance academic achievement. This qualitative, grounded theory study purports an interpretive understanding of the experiences of 13 Australian teachers who have used immersive digital games (IDGs) in the classroom. These teachers…
Descriptors: Educational Games, Educational Technology, Computer Games, Semi Structured Interviews
Prestridge, Sarah – Technology, Pedagogy and Education, 2017
Teachers' current uses of technologies still tend to replicate traditional and/ or administrative practices, with research indicating that the pedagogies required for the effective integration of educational technologies are not yet in evidence amongst the majority of teachers. In order to conceptualise what could be considered effective…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Case Studies
Annansingh, Fenio; Veli, Thomas – Interactive Technology and Smart Education, 2016
Purpose: This paper aims to investigate children interaction in cyberspace and their use of Web 2.0 technologies. It sought their perception of internet risks as well as their knowledge and experience with electronic safety (e-safety) measures. It also considered parents', teachers' and other stakeholders' perception of internet risks, e-safety…
Descriptors: Internet, Child Safety, Web 2.0 Technologies, Attitude Measures
Adukaite, Asta; Cantoni, Lorenzo – International Journal of Education and Development using Information and Communication Technology, 2016
Diffusion of digital games and the trend of gamification in various fields have increased scholars' attention on how digital games or their elements can be introduced into formal and informal learning practices. Majority of the research in this field has been conducted in economically developed regions and not so much in emerging economies. With…
Descriptors: Informal Education, Consciousness Raising, Heritage Education, Program Development
Salam, Abdus; Hossain, Anwar; Rahman, Shahidur – Malaysian Online Journal of Educational Technology, 2015
Games-based learning has captured the interest of educationists and industrialists who seek to reveal the characteristics of computer games as perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies on the context of gaming and education…
Descriptors: Educational Games, Teaching Methods, Mathematics Instruction, Secondary School Mathematics
McGill, Monica M. – ACM Transactions on Computing Education, 2012
Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…
Descriptors: Curriculum Development, Foreign Countries, Organizations (Groups), Computer Games