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Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Werneck, André O.; Silva, Danilo R.; Agostinete, Ricardo R.; Fernandes, Rômulo A.; Ronque, Enio R. V.; Oyeyemi, Adewale L.; Cyrino, Edilson S. – Health Education & Behavior, 2018
Aim: To investigate the association of parental and adolescents' screen time with self-rated health and to examine the mediating effects of psychosocial factors (social relationships and distress) on this association. Method: A cross-sectional study was conducted among 984 Brazilian adolescents (10- to 17-year-olds). Self-rated health, screen time…
Descriptors: Foreign Countries, Correlation, Parents, Adolescents
Holbert, Nathan R.; Wilensky, Uri – Technology, Knowledge and Learning, 2014
While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…
Descriptors: Video Games, Design, Educational Games, Science Education
Adachi, Paul J. C.; Willoughby, Teena – Child Development, 2016
The longitudinal association between competitive video game play and aggression among young adults and adolescents was examined. Young adults (N = 1,132; M[subscript age] = 19 years) were surveyed annually over 4 years about their video game play and aggression, and data from a 4-year longitudinal study of adolescents (N = 1,492; M[subscript…
Descriptors: Video Games, Play, Competition, Longitudinal Studies
Ellison, Tisha Lewis; Evans, Jessica N. – School Community Journal, 2016
This article explores six effective principles for teachers to use to understand and apply "Minecraft" in today's classrooms. Video games have become one of the fastest growing forms of media for youth and adult consumers. "Minecraft," a multiplayer online game (MOG), is one of the most popular video games to date. By allowing…
Descriptors: Video Games, Technology Uses in Education, Educational Research, Educational Benefits
Marklund, Leif; Dunkels, Elza – Early Years: An International Journal of Research and Development, 2016
This paper presents different angles on the subject of digital play as a means to develop children's literacy and power, using an online ethnographical study of Swedish preschool teachers' discussions in informal online forums. Question posts (n = 239) were analysed using the Technological Pedagogical Knowledge framework and the Caring, Nurturing…
Descriptors: Foreign Countries, Preschool Children, Preschool Education, Emergent Literacy
Liao, Christine; Motter, Jennifer L.; Patton, Ryan M. – Art Education, 2016
Redefining the educational model of science, technology, engineering, and math curriculum (STEM) to also include art to become STEAM (Fournier, 2013; Guyotte, Sochacka, Constantino, Walther, & Kellam, 2014) is a current method to encourage students to actively participate in 21st-century learning (Saxena, 2014). The skills emphasized for…
Descriptors: STEM Education, Art Education, Art Activities, Females
Bolstad, Rachel – New Zealand Council for Educational Research, 2016
This report evaluates a game coding workshop offered to young people and adults in seven public libraries round New Zealand. Participants were taken step by step through the process of creating their own simple 2D videogame, learning the basics of coding, computational thinking, and digital game design. The workshops were free and drew 426 people…
Descriptors: Foreign Countries, Public Libraries, Workshops, Coding
Her Many Horses, Ian – ProQuest LLC, 2016
The world, and especially our own country, is in dire need of a larger and more diverse population of computer scientists. While many organizations have approached this problem of too few computer scientists in various ways, a promising, and I believe necessary, path is to expose elementary students to authentic practices of the discipline.…
Descriptors: After School Education, Computer Science Education, Elementary School Students, Scaffolding (Teaching Technique)
Gresalfi, Melissa Sommefeld; Rittle-Johnson, Bethany; Loehr, Abbey M.; Nichols, Isaac Thomas; McCracken, Charity – AERA Online Paper Repository, 2016
The purpose of this study is to explore how different game designs support students' learning and enjoyment of fractions, specifically, early learning of equivalence and ordering. Two sets of games were contrasted, one that was characterized as "exploratory and implicit," and a second that was characterized as "directive and…
Descriptors: Educational Games, Mathematics Instruction, Fractions, Teaching Methods
Douglas B. Clark; Satyugjit Virk; Pratim Sengupta; Corey Brady; Mario Martinez-Garza; Kara Krinks; Stephen S. Killingsworth; John Kinnebrew; Gautam Biswas; Jacqueline Barnes; James Minstrell; Brian C. Nelson; Kent Slack; Cynthia M. D'Angelo – International Journal of Designs for Learning, 2016
We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Teaching Methods
Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad – Journal of Science Education and Technology, 2018
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of…
Descriptors: Curriculum Implementation, Educational Games, Science Materials, Science Curriculum
Vosburg, Donald – CALICO Journal, 2017
The use of video games as a learning tool, in particular massively multiplayer online games (MMOGs), continues to grow, as does the research in this field of study; research to date has revealed benefits to the language learner as well as hindrances and research gaps (Godwin-Jones, 2014). This study examines participant perspectives on group…
Descriptors: Video Games, Teaching Methods, Educational Technology, Second Language Learning
Gallup, Jennifer; Serianni, Barbara – Education and Training in Autism and Developmental Disabilities, 2017
This article explores emotional expression and awareness in the context of a virtual environment specific to young adults with autism spectrum disorder (ASD) and how emotional awareness and expression can support postsecondary outcomes. A qualitative study was conducted with five young adults with ASD who actively played a massively multiplayer…
Descriptors: Autism, Pervasive Developmental Disorders, Young Adults, Emotional Response
Rowan, Leonie – Learning, Media and Technology, 2017
This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…
Descriptors: Teacher Attitudes, At Risk Students, Academic Achievement, Interpersonal Relationship

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