Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Game Based Learning | 5 |
Instructional Materials | 5 |
Video Games | 5 |
STEM Education | 3 |
Educational Games | 2 |
Foreign Countries | 2 |
High School Students | 2 |
Metacognition | 2 |
Program Effectiveness | 2 |
Science Instruction | 2 |
Student Motivation | 2 |
More ▼ |
Source
British Journal of… | 1 |
International Educational… | 1 |
Journal of Economic Education | 1 |
Journal of Turkish Science… | 1 |
ProQuest LLC | 1 |
Author
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Education Level
Secondary Education | 3 |
Elementary Education | 2 |
High Schools | 2 |
Middle Schools | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 4 | 1 |
Grade 5 | 1 |
Grade 8 | 1 |
Higher Education | 1 |
Intermediate Grades | 1 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ng, Chen Feng – Journal of Economic Education, 2019
In this article, the author describes the structure and content of a video game that she developed for a hybrid principles of microeconomics course that consists of two 50-minute lectures and a 50-minute online portion per week. The game comprises seven modules, each of which was assigned to be played during the course of the semester for the…
Descriptors: Microeconomics, Economics Education, Video Games, Instructional Materials
Farihah, Mohd Jamel; Mohd Norawi, Ali; Nur Jahan, Ahmad – Journal of Turkish Science Education, 2021
The study was conducted to identify the needs and specifications of a STEM Module based on a game approach in teaching science for lower secondary school students. In this study, the needs analysis was carried out on purposively selected science teachers from different schools in the northern district of Kedah, Malaysia. The data was collected…
Descriptors: Science Instruction, STEM Education, Game Based Learning, Secondary School Science
Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Stelck, Luella Mae – ProQuest LLC, 2018
This three-article dissertation presents a perspective of persistence in STEAM learning at the elementary level within the context of a third through fifth-grade elementary school in Northern Idaho. Students at this elementary school were offered extra-curricular opportunities to persist in STEAM learning and while participating in a MakerSpace…
Descriptors: Art Education, STEM Education, Elementary School Students, Children
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