NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1,561 to 1,575 of 2,599 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Marchetti, Emanuela; Valente, Andrea – Electronic Journal of e-Learning, 2015
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Descriptors: Educational Technology, Elementary School Students, Video Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Dickey, Michele D. – Interactive Learning Environments, 2015
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about their experiences and perceptions of learning about and playing digital games for teaching and learning.…
Descriptors: Computer Games, Qualitative Research, Elementary School Teachers, Secondary School Teachers
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Peer reviewed Peer reviewed
Direct linkDirect link
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Frydenberg, Mark – International Association for Development of the Information Society, 2015
Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…
Descriptors: Computer Games, Computer Science Education, Programming, Introductory Courses
Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
Tromba, Peter – Learning & Leading with Technology, 2013
The core of instruction is the interaction between the student, the content, and the teacher. Good instructional design accounts for the students' needs and interests by personalizing the core to each student. Video games and simulations are one way to meet student needs and leverage their interests for increased student learning. In the 2011-12…
Descriptors: Middle Schools, Computer Games, Teaching Methods, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Siegle, Del – Gifted Child Today, 2013
The purpose of this article is to provide a rationale for using iPad technology with young students. Various inexpensive apps are described that parents and educators will find useful. (Contains 9 figures.)
Descriptors: Handheld Devices, Educational Technology, Gifted, Computer Oriented Programs
Peer reviewed Peer reviewed
Direct linkDirect link
van der Graaf, Shenja – Bulletin of Science, Technology & Society, 2012
This article considers the configuration of modular and temporary organization designs. By drawing on two prominent developer firms, namely, Valve Inc. and Linden Lab, respectively, "cabals" and "studios" are explored. The results of interviews conducted with employees of these firms are used as evidence. The article demonstrates that, to various…
Descriptors: Interviews, Employees, Games, Information Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
Peer reviewed Peer reviewed
Direct linkDirect link
Nicholas, Karen; Fletcher, Jo – Journal of Research in Childhood Education, 2017
By giving early adolescents in their last 2 years of primary/elementary schooling opportunities to voice their ideas, teacher educators, school leaders, and teachers gain insight into how children view their mathematics learning. This article explores the views and aspirations of 34 11- to 13-year-old students from a range of socioeconomic schools…
Descriptors: Foreign Countries, Early Adolescents, Secondary School Students, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Romine, William; Sadler, Troy D.; Presley, Morgan; Klosterman, Michelle L. – International Journal of Science and Mathematics Education, 2014
This study presents the systematic development, validation, and use of a new instrument for measuring student interest in science and technology. The Student Interest in Technology and Science (SITS) survey is composed of 5 sub-sections assessing the following dimensions: interest in learning science, using technology to learn science, science…
Descriptors: Student Interests, Science Interests, Technology, Student Surveys
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lecusay, Robert – International Journal for Research on Extended Education, 2014
There is widespread agreement that further research is needed in order to identify afterschool program characteristics useful for understanding why some programs are more successful than others. The bulk of recommendations put forth by researchers, practitioners and policy makers focus on observable characteristics of the afterschool setting as a…
Descriptors: After School Programs, Computer Games, Problem Solving, Ability
Peer reviewed Peer reviewed
Direct linkDirect link
Crisp, Jeffrey T. – International Perspectives on Higher Education Research, 2014
Gamification of learning and assessment will require new approaches to defining tasks as teachers will need to decide how to incorporate diagnostic, formative, and summative assessment components within a more holistic educational environment. Game theory will be blended with learning theory in curriculum design and will result in the redesign of…
Descriptors: Formative Evaluation, Summative Evaluation, Holistic Approach, Learning Theories
Peer reviewed Peer reviewed
Direct linkDirect link
Peterson, Mark – Computer Assisted Language Learning, 2016
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Computer Games
Pages: 1  |  ...  |  101  |  102  |  103  |  104  |  105  |  106  |  107  |  108  |  109  |  ...  |  174