Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 18 |
Descriptor
Educational Games | 21 |
Learning Strategies | 21 |
Video Games | 21 |
Educational Technology | 8 |
Teaching Methods | 8 |
Computer Uses in Education | 4 |
Foreign Countries | 4 |
Learner Engagement | 4 |
Cooperative Learning | 3 |
Game Theory | 3 |
Instructional Design | 3 |
More ▼ |
Source
Author
Publication Type
Education Level
Audience
Teachers | 1 |
Location
Chile | 2 |
Spain | 2 |
Albania | 1 |
Brazil | 1 |
California | 1 |
Czech Republic | 1 |
France | 1 |
Greece | 1 |
Guatemala | 1 |
Italy | 1 |
Oman | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Sixteen Personality Factor… | 1 |
Wechsler Intelligence Scale… | 1 |
What Works Clearinghouse Rating
Kai, Shiming – ProQuest LLC, 2019
This dissertation research focuses on investigating the incidence of student self-regulated learning behavior, and examines patterns in student affective states that accompany such self-regulated behavior. This dissertation leverages prediction models of student affective states in the Physics Playground educational game platform to identify…
Descriptors: Physics, Educational Games, Psychological Patterns, Student Behavior
Hilliard, Ann; Kargbo, Harriett F. – International Journal of Education and Practice, 2017
In our schools and universities today, learners have been exposed to a lot of technology applications. Therefore, the natural order of learning could be enhanced by the use of games. Using games through the application of technology provides the learner with lots of hands-on activities. Game-based learning activities are highly engaging and it…
Descriptors: Educational Games, Computer Games, Learner Engagement, Learning Motivation
Kozdras, Deborah; Joseph, Christine; Schneider, Jenifer Jasinski – Reading Teacher, 2015
In this article, we describe how literacy strategies can be adapted for playing (and reading) video games--games that embed disciplinary content in multimedia texts. Using close viewing and guided playing strategies with online games and simulations, we share ideas for helping students navigate and comprehend multimedia texts in order to learn…
Descriptors: Reading Instruction, Video Games, Multimedia Materials, Educational Games
Barata, Gabriel; Gama, Sandra; Jorge, Joaquim; Gonçalves, Daniel – International Journal of Game-Based Learning, 2014
Gamification of education is a recent trend, and early experiments showed promising results. Students seem not only to perform better, but also to participate more and to feel more engaged with gamified learning. However, little is known regarding how different students are affected by gamification and how their learning experience may vary. In…
Descriptors: Educational Games, Learning Experience, College Students, Learning Strategies
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
Ruggiero, Dana – ProQuest LLC, 2013
To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…
Descriptors: Teaching Methods, Educational Games, Attitude Change, Homeless People
Muñoz González, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M. – Digital Education Review, 2015
At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century…
Descriptors: Video Games, Classroom Environment, Classroom Techniques, Cooperative Learning
Obikwelu, Chinedu; Read, Janet; Sim, Gavin – Electronic Journal of e-Learning, 2013
For a child to learn through Problem-Solving in Serious games, the game scaffolding mechanism has to be effective. Scaffolding is based on the Vygotzkian Zone of Proximal Development (ZPD) concept which refers to the distance between the actual development level as determined by independent problem solving and the level of potential development as…
Descriptors: Problem Solving, Scaffolding (Teaching Technique), Learning Strategies, Child Development
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…
Descriptors: Instructional Design, Video Games, Educational Technology, Educational Games
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
Lopez, Jose M. Cuenca; Caceres, Myriam J. Martin – Computers & Education, 2010
The new technologies make the appearance of highly motivating and dynamic games with different levels of interaction possible, in which large amounts of data, information, procedures and values are included which are intimately bound with the social sciences. We set out from the hypothesis that videogames may become interesting resources for their…
Descriptors: Video Games, Social Sciences, Educational Games, Instructional Material Evaluation
Spires, Hiller A.; Rowe, Jonathan P.; Mott, Bradford W.; Lester, James C. – Journal of Educational Computing Research, 2011
Targeted as a highly desired skill for contemporary work and life, problem solving is central to game-based learning research. In this study, middle grade students achieved significant learning gains from gameplay interactions that required solving a science mystery based on microbiology content. Student trace data results indicated that effective…
Descriptors: Problem Solving, Hypothesis Testing, Microbiology, Educational Technology
Amory, Alan – Australasian Journal of Educational Technology, 2010
The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…
Descriptors: Foreign Countries, Health Education, Video Games, Case Studies
Mackey, Margaret – E-Learning, 2007
The idea of "slippery texts" provides a useful descriptor for materials that mutate and evolve across different media. Eight adult gamers, encountering the slippery text "American McGee's Alice," demonstrate a variety of ways in which players attempt to manage their attention as they encounter a new text with many resonances. The range of their…
Descriptors: Literacy, Educational Games, Video Games, Computer Uses in Education
Previous Page | Next Page »
Pages: 1 | 2