Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Coding | 4 |
| Computer Games | 4 |
| Video Games | 4 |
| Educational Games | 2 |
| Programming | 2 |
| Reflection | 2 |
| Citizenship Education | 1 |
| Clubs | 1 |
| Computer Science Education | 1 |
| Computer Uses in Education | 1 |
| Critical Literacy | 1 |
| More ▼ | |
Source
| Contemporary Issues in… | 1 |
| International Journal of… | 1 |
| Teachers and Teaching: Theory… | 1 |
| Theory Into Practice | 1 |
Author
| Aguilera, Earl | 1 |
| Baker-Doyle, Kira J. | 1 |
| Esra Mindivanli Akdogan | 1 |
| Kangas, Marjaana | 1 |
| Koskinen, Antti | 1 |
| Krokfors, Leena | 1 |
| Sima Özdemir Bülbül | 1 |
Publication Type
| Journal Articles | 4 |
| Reports - Descriptive | 2 |
| Reports - Research | 2 |
| Information Analyses | 1 |
| Opinion Papers | 1 |
Education Level
| Elementary Education | 2 |
| Grade 6 | 1 |
| Higher Education | 1 |
| Intermediate Grades | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sima Özdemir Bülbül; Esra Mindivanli Akdogan – International Journal of Contemporary Educational Research, 2023
Digital games have become more involved in our lives and entertainment culture with the development of technology. Digital games, which individuals of all ages play and derive great enjoyment from at the the same time, have been actively used in educational activities. However, it is seen that the games used in the education process are mostly…
Descriptors: Grade 6, Middle School Students, Educational Games, Computer Games
Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
Baker-Doyle, Kira J. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
This article is a commentary essay that uses the connected learning framework (Ito et al., 2013) as a lens to explore the relationship between making, coding, and critical literacy in the context of literacy teacher education. Critical literacy theorists have argued that it is important to understand the perspective and positionality of an author…
Descriptors: Coding, Programming, Computer Science Education, Reflection
Kangas, Marjaana; Koskinen, Antti; Krokfors, Leena – Teachers and Teaching: Theory and Practice, 2017
The interest towards research on learning games is continuously growing, however, the integration of games in teaching is still a somewhat unexplored area of study. In this qualitative literature review, we were interested in the pedagogical foundations that underpin empirical studies and especially in the teacher's role/activities regarding the…
Descriptors: Educational Games, Teaching Methods, Literature Reviews, Coding

Peer reviewed
Direct link
