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Sung, K.; Hillyard, C.; Angotti, R. L.; Panitz, M. W.; Goldstein, D. S.; Nordlinger, J. – IEEE Transactions on Education, 2011
Despite the proven success of using computer video games as a context for teaching introductory programming (CS1/2) courses, barriers including the lack of adoptable materials, required background expertise (in graphics/games), and institutional acceptance still prevent interested faculty members from experimenting with this approach. Game-themed…
Descriptors: Computers, Video Games, Introductory Courses, Programming
Mohanty, Soumya D.; Cantu, Sergio – Physics Education, 2011
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics. We provide some examples to show how commercial off-the-shelf games can be used to teach specific topics in introductory undergraduate…
Descriptors: Video Games, Physics, College Science, Undergraduate Study
King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T. – International Journal of Mental Health and Addiction, 2011
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…
Descriptors: Video Games, Test Validity, Addictive Behavior, Diagnostic Tests
Gresalfi, Melissa; Barab, Sasha – Theory Into Practice, 2011
This article discusses the ways that tasks and classroom cultures can be supported through the design of online immersive games. The authors focus on a mathematics unit in which students become statisticians who must understand the contextual implications of using particular mathematical tools in analyzing different data sets and reflect on what…
Descriptors: Educational Opportunities, Mathematics Instruction, Learner Engagement, Video Games
Kawam, Alae; Kouh, Minjoon – Physics Teacher, 2011
In an introductory physics course where students first learn about vectors, they oftentimes struggle with the concept of vector addition and decomposition. For example, the classic physics problem involving a mass on an inclined plane requires the decomposition of the force of gravity into two directions that are parallel and perpendicular to the…
Descriptors: Physics, Introductory Courses, Scientific Concepts, Algebra
Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy – Computers & Education, 2011
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…
Descriptors: Video Games, Parent Attitudes, Models, Classroom Environment
Watson, William R.; Mong, Christopher J.; Harris, Constance A. – Computers & Education, 2011
This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…
Descriptors: Rural Schools, Video Games, Focus Groups, War
Kirkorian, Heather L.; Pempek, Tiffany A. – ZERO TO THREE, 2013
As interactive screens (e.g., tablet computers, smartphones) continue to enter the homes of young children, it becomes increasingly important to understand the impact of these technologies on development. Some studies suggest that while traditional television and videos hold little educational value for toddlers, young children may be able to…
Descriptors: Toddlers, Manipulative Materials, Technology Uses in Education, Influence of Technology
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
Korie, Daniel O. – ProQuest LLC, 2015
This study explored media usage among adolescents and its relations to academic performance and aggressive behavior from a qualitative research perspective. This study represents the first of its kind by utilizing a phenomenological methodology to gain insights about lived experiences of adolescents' media use relative to their academic…
Descriptors: Mass Media Use, Adolescents, Academic Achievement, Aggression
Martin, Crystle – Bulletin of Science, Technology & Society, 2012
This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…
Descriptors: Information Sources, Self Concept, Males, Novices
Sublette, Victoria Anne; Mullan, Barbara – International Journal of Mental Health and Addiction, 2012
Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…
Descriptors: Evidence, Video Technology, Play, Social Isolation
Sarriera, Jorge Castella; Abs, Daniel; Casas, Ferran; Bedin, Livia Maria – Social Indicators Research, 2012
This paper's main objective is to show relations between interest in media, perceived social support and adolescents' personal well-being. For this purpose, 1,589 Brazilian adolescents answered a questionnaire containing Cummins' Personal Well-Being, Vaux's Social Support Appraisals and Casas' interest in media scales. The media in study are: The…
Descriptors: Video Games, Structural Equation Models, Adolescents, Data Analysis
Colom, Roberto; Quiroga, Ma. Angeles; Solana, Ana Beatriz; Burgaleta, Miguel; Roman, Francisco J.; Privado, Jesus; Escorial, Sergio; Martinez, Kenia; Alvarez-Linera, Juan; Alfayate, Eva; Garcia, Felipe; Lepage, Claude; Hernandez-Tamames, Juan Antonio; Karama, Sherif – Intelligence, 2012
Here gray and white matter changes after four weeks of videogame practice were analyzed using optimized voxel-based morphometry (VBM), cortical surface and cortical thickness indices, and white matter integrity computed from several projection, commissural, and association tracts relevant to cognition. Beginning with a sample of one hundred young…
Descriptors: Tests, Cognitive Ability, Control Groups, Intelligence
Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E. – International Journal of Mental Health and Addiction, 2012
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Descriptors: Adolescents, Foreign Countries, Incidence, Video Games

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