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Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Dunbar, Norah E.; Jensen, Matthew L.; Miller, Claude H.; Bessarabova, Elena; Lee, Yu-Hao; Wilson, Scott N.; Elizondo, Javier; Adame, Bradley J.; Valacich, Joseph; Straub, Sara; Burgoon, Judee K.; Lane, Brianna; Piercy, Cameron W.; Wilson, David; King, Shawn; Vincent, Cindy; Schuetzler, Ryan M. – International Journal of Game-Based Learning, 2017
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about…
Descriptors: Feedback (Response), Video Games, Educational Technology, Technology Uses in Education
Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
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
Goehle, Geoff; Wagaman, John – PRIMUS, 2016
This paper concerns the impact and reception of gamification elements that were added to the online homework system "WeBWorK." After performing two studies, we found that the students felt that the gamification system rewarded them for their effort. However, we did not find any indication that gamification elements improved student…
Descriptors: College Mathematics, Mathematics Instruction, Homework, Web Based Instruction
Lee, Sungwoong – ProQuest LLC, 2016
Reports and surveys by the U.S. government and international organizations have repeatedly acknowledged the achievement problem in math in K-12 regardless of various efforts (e.g., by the U.S. Department of Education) to diminish it. To address the problem in math achievement in K-12, teachers, scholars, and the U.S. government have developed…
Descriptors: Mathematics Achievement, Elementary Secondary Education, Intervention, Video Games
Arena, Dylan A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2014
Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics,…
Descriptors: Statistics, Video Games, Technology Uses in Education, Teaching Methods
Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
Ferguson, Terri Lynn Kurley – ProQuest LLC, 2014
This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…
Descriptors: Mathematics Achievement, Rural Schools, High School Students, Technology Uses in Education
Clark, Douglas B.; Tanner-Smith, Emily; Hostetler, Andrew; Fradkin, Aryah; Polikov, Vadim – Journal of the Learning Sciences, 2018
Much research focuses on what might be possible with digital games in the classroom. This study focuses on what is currently probable and typical. It uses a controlled quasi-experimental design to compare outcomes for students of 13 teachers in 10 diverse urban, suburban, and rural schools. The teachers integrated a set of 55 typical educational…
Descriptors: Teaching Methods, Educational Games, Video Games, Quasiexperimental Design
Slussareff, Michaela; Bohácková, Petra – Digital Education Review, 2016
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Descriptors: Design, Video Games, Elementary School Students, Student Participation
Rincker, Meg; Misner, Susan – Computers in the Schools, 2017
School physical education teachers promote fitness by offering children a variety of aerobic activities. Our interdisciplinary team developed a cultural dance active video game (AVG) and tested whether the AVG was equivalent to traditional face-to-face instructor lessons or hybrid instruction at dance mastery, increasing heart rates, and student…
Descriptors: Video Games, Teaching Methods, Educational Technology, Technology Uses in Education
Rowe, Elizabeth; Baker, Ryan S.; Asbell-Clarke, Jodi – International Educational Data Mining Society, 2015
Educational games have the potential to be innovative forms of learning assessment, by allowing us to not just study their knowledge but the process that takes students to that knowledge. This paper examines the mediating role of players' moves in digital games on changes in their pre-post classroom measures of implicit science learning. We…
Descriptors: Educational Games, Science Instruction, Video Games, Coding
Lee, Lena; Tu, Xintian – Computers in the Schools, 2016
As digital media devices have been increasingly used in early childhood educational settings, this study examined whether the iPad with a Vygotskian social development approach--namely, More Knowledgeable Other--can be integrated into low-income preschool classrooms to improve science learning. An analysis of variance was used to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Social Development
Silander, Megan; Moorthy, Savitha; Dominguez, Ximena; Hupert, Naomi; Pasnik, Shelley; Llorente, Carlin – Society for Research on Educational Effectiveness, 2016
Persistent inequalities in the academic learning trajectories of underserved students have led to a growing interest in interventions for young children who are at higher risk for academic difficulties later on. This study's primary goal was to understand how the integration of video, computer games and associated hands-on activities impacts…
Descriptors: Randomized Controlled Trials, Information Technology, Video Games, Computer Games
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