NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,156 to 1,170 of 2,748 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Yildiz, Hatice Durak; Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan – Contemporary Educational Technology, 2017
The purpose of this study is to identify whether computational thinking skills among secondary school students differ depending on the type of digital games they play. The participants of this study were 202 secondary school students at 5th, 6th, 7th and 8th grades during 2016-2017 academic year. Correlational survey method was used during this…
Descriptors: Secondary School Students, Thinking Skills, Computation, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Lanford, Michael; Corwin, Zoë B.; Maruco, Tattiya; Ochsner, Amanda – Journal of Research on Technology in Education, 2019
This article draws upon two conceptual frameworks--institutional culture in education and innovation studies--to contextualize findings from a digital intervention for underrepresented students applying to college. The qualitative data that inform this study's findings include 88 open-response surveys with school teachers, as well as campus…
Descriptors: Barriers, Educational Innovation, Disproportionate Representation, College Applicants
Peer reviewed Peer reviewed
Direct linkDirect link
Janebi Enayat, Mostafa; Haghighatpasand, Mohsen – Innovation in Language Learning and Teaching, 2019
Although adventure video games have been identified as effective tools for education, few studies have examined the usefulness of such games for language learning. The present classroom-based investigation, therefore, examined the possibility of exploiting commercial adventure video games for improving vocabulary recall of second language learners…
Descriptors: Video Games, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Schmidt, Catarina – Ethnography and Education, 2020
This paper draws on a longitudinal ethnography of nine children's use of texts in and out of school in a multilingual setting in Sweden. The aim of this contribution is to reflect on the ways in which four out of these nine children are able to represent their literacies in school and in that way also represent their experiences and identities.…
Descriptors: Ethnography, Democracy, Power Structure, Multilingualism
Peer reviewed Peer reviewed
Direct linkDirect link
Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
Peer reviewed Peer reviewed
Direct linkDirect link
Davis, Katie; Boss, Julian A.; Meas, Perry – International Journal of Game-Based Learning, 2018
Researchers, teachers, and the news media have touted Minecraft as an effective, engaging way to promote students' 21st century skills, including collaboration. However, little is known about what collaboration looks like in Minecraft, including what factors support and undermine high quality collaboration. The current exploratory study…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Middle School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Hunter, Stephen; Leatherdale, Scott T.; Carson, Valerie – Journal of School Health, 2018
Background: Sedentary behavior is linked to many adverse health outcomes; however, its relationship with academic achievement is less understood. We examined sedentary behavior's impact on academic achievement over 3 years in 4408 adolescents from the COMPASS study. Methods: Sedentary behavior (screen-based: watching/streaming television…
Descriptors: Academic Achievement, Secondary School Students, Mathematics Achievement, Physical Activity Level
Peer reviewed Peer reviewed
Direct linkDirect link
Hitchens, Michael; Tulloch, Rowan – Interactive Technology and Smart Education, 2018
Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Xie, Hui; Caldwell, Linda L.; Loy, Steven; Robledo, Mayra – Health Education & Behavior, 2018
Background: Latino grandparents are often involved in rearing of grandchildren. However, their roles in promoting Latino children's leisure time physical activity (LTPA) have been largely overlooked by researchers. Aim: The purpose of this study is to examine Latino grandparents' involvement in and support for grandchildren's (age 2-12) LTPA as…
Descriptors: Hispanic Americans, Grandparents, Grandparents Raising Grandchildren, Barriers
Valentine, Keri D.; Jensen, Lucas J. – Online Submission, 2018
The case study research reported in this paper followed the iterative design trajectory of youth game designers (ages 11-17) in a week-long summer game design camp, focused on the fundamentals of video game design. Drawing on data from a daily conceptual pitch and feedback activity, the research team traced the iterative design trajectory for one…
Descriptors: Case Studies, Summer Programs, Educational Games, Design
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Keller, Thomas; Hebeisen, Andreas; Brucker-Kley, Elke – International Association for Development of the Information Society, 2018
Students with special needs in mathematics lessons can be specifically supported through virtual reality (VR) if they are offered virtual learning environments that offer real benefits through their implementation in VR. In addition to learning by doing, the visualization of mathematical facts in 3D for the training of imagination can offer added…
Descriptors: Students with Disabilities, Special Needs Students, Educational Technology, Technology Uses in Education
Petner, Michael F., Jr. – ProQuest LLC, 2018
This dissertation is a qualitative research investigation that explores the educational experiences and perceptions of public school teachers (K-8) as they relate to the usage of educational video games in their classrooms. To shed light on the phenomenon, the study focused on providing in-depth descriptions of public school teacher narratives of…
Descriptors: Educational Games, Classroom Techniques, Game Based Learning, Public Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Abrams, Sandra Schamroth; Lammers, Jayne C. – Teachers College Record, 2017
Background: Focusing on ways a common endeavor brings people together, Gee offered the concept of affinity spaces, which suggests that open participation without exclusion or membership is possible. This theory contrasts with Lave and Wenger's communities of practice, which called attention to situated, hierarchical participatory practices.…
Descriptors: Group Dynamics, Video Games, Interpersonal Attraction, Communities of Practice
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Dodgson, David – TESL-EJ, 2017
Minecraft has become well established in the world of education. Around the world, the game is being used in a variety of educational settings for virtual project work and as a virtual world for collaboration and social interaction. Minecraft is an activity players want to talk about. It is a game they want to learn more about. In order to do…
Descriptors: Video Games, Computer Mediated Communication, Teaching Methods, Computer Simulation
Pages: 1  |  ...  |  74  |  75  |  76  |  77  |  78  |  79  |  80  |  81  |  82  |  ...  |  184