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Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
Alexander, Amanda; Ho, Tuan – Art Education, 2015
Since the summer of 2006, the University of Texas at Arlington (UTA), in the Dallas/Ft. Worth metroplex, has invited secondary students to participate in their summer SEED program on campus. The program was developed by the Dean of the School of Architecture and the Chair of the Art + Art History Department. SEED (Strategies, Events, Episodes +…
Descriptors: Secondary School Students, Video Games, Experiential Learning, Summer Programs
Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4
Marín, Veronica; López, Magdalena; Maldonado, Guadalupe – Digital Education Review, 2015
Training through gamification is everyday a more evident reality in Primary Education classes. The teachers' view about this has been modified as it is shown in the study published by aDeSe in 2012. However, does it really have place in the students' curricular development in the primary education stage? For the sake of responding to this…
Descriptors: Educational Games, Video Games, Primary Education, Curriculum Development
Martin, Nicole J.; Ameluxen-Coleman, Evan J.; Heinrichs, Derikk M. – Journal of Physical Education, Recreation & Dance, 2015
It is recommended that each day youth get 60 minutes or more of moderate-to-vigorous physical activity that includes aerobic, muscle, and bone strengthening activities. The majority of youth, however, do not meet these physical activity guidelines. Children and adolescents spend on average seven hours engaging in sedentary "screen-based"…
Descriptors: Life Style, Physical Activity Level, Technology Uses in Education, Child Behavior
Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
Bush, Drew; Sieber, Renee; Seiler, Gale; Chandler, Mark – Journal of Geoscience Education, 2016
A gap has existed between the tools and processes of scientists working on anthropogenic global climate change (AGCC) and the technologies and curricula available to educators teaching the subject through student inquiry. Designing realistic scientific inquiry into AGCC poses a challenge because research on it relies on complex computer models,…
Descriptors: Climate, Earth Science, Curriculum Design, Science Curriculum
Busch, Vincent; Loyen, Anne; Lodder, Mandy; Schrijvers, Augustinus J. P.; van Yperen, Tom A.; de Leeuw, Johannes R. J. – Review of Educational Research, 2014
Schools are increasingly involved in efforts to promote health and healthy behavior among their adolescent students, but are healthier students better learners? This synthesis of the empirical, longitudinal literature investigated the effects of the most predominant health-related behaviors--namely, alcohol and marijuana use, smoking, nutrition,…
Descriptors: Adolescents, Health Behavior, Academic Achievement, Drinking
Sayer, Peter; Ban, Ruth – ELT Journal, 2014
Following the global trend in primary English language instruction, the Ministry of Education in Mexico has recently included English as an additional language as part of the national curriculum for primary grades. Some have questioned whether early EFL programmes can work, given the few instructional hours per week and limited exposure to the…
Descriptors: English (Second Language), Second Language Learning, Learner Engagement, Mexicans
Patton, Ryan M. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2013
This action research study examines the making of video games, using an integrated development environment software program called GameMaker, as art education curriculum for students between the ages of 8-13. Through a method I designed, students created video games using the concepts of move, avoid, release, and contact (MARC) to explore their…
Descriptors: Video Games, Systems Approach, Art Education, Action Research
Ventura, Matthew; Shute, Valerie; Zhao, Weinan – Computers & Education, 2013
An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…
Descriptors: Correlation, Video Games, Computer Assisted Testing, Test Construction
Garner, Gabrielle – Educational Media and Technology Yearbook, 2013
This essay articulates some of the ways in which a unique form of digital media, online videogames, have shaped and have been shaped by social, technological, and economic influences, which have secured the relative sustainability of specific games in the global marketplace over time. Based on trends observed from a review of previous empirical…
Descriptors: Video Games, Social Influences, Economic Factors, Sustainability

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