Publication Date
In 2025 | 50 |
Since 2024 | 204 |
Since 2021 (last 5 years) | 699 |
Since 2016 (last 10 years) | 1387 |
Since 2006 (last 20 years) | 2501 |
Descriptor
Source
Author
Publication Type
Education Level
Audience
Teachers | 61 |
Researchers | 14 |
Parents | 9 |
Policymakers | 9 |
Practitioners | 9 |
Administrators | 8 |
Students | 8 |
Media Staff | 6 |
Counselors | 1 |
Support Staff | 1 |
Location
Turkey | 91 |
Australia | 72 |
Spain | 70 |
Canada | 64 |
California | 45 |
United States | 44 |
China | 37 |
United Kingdom | 36 |
Taiwan | 35 |
Japan | 26 |
Malaysia | 23 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Meets WWC Standards without Reservations | 2 |
Meets WWC Standards with or without Reservations | 2 |
Does not meet standards | 2 |
Marino, Matthew T.; Beecher, Constance C. – Learning Disability Quarterly, 2010
Secondary schools across the United States are adopting response to intervention (RTI) as a means to identify students with learning disabilities (LD) and provide tiered instructional interventions that benefit all students. The majority of current RTI research focuses on students with reading difficulties in elementary school classrooms.…
Descriptors: Response to Intervention, Secondary School Science, Video Games, Learning Disabilities
Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
The paper outlines the advantages, disadvantages, and other implications of using the Internet to collect data from gaming addicts. Drawing from experience of numerous addiction studies carried out online by the author, and by reviewing the methodological literature examining online data collection among both gambling addicts and video game…
Descriptors: Video Games, Participant Observation, Research Methodology, Data Collection
Curry, Kristal – Social Studies, 2010
Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more…
Descriptors: Citizenship Education, Role Playing, Video Games, Classroom Techniques
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…
Descriptors: Instructional Design, Video Games, Educational Technology, Educational Games
Carrington, Victoria; Hodgetts, Katherine – British Journal of Sociology of Education, 2010
While the attention of researchers has focused on video games, texting and, more recently, the growth of social networking sites such as "Bebo.com" and "Facebook", virtual worlds have emerged as a site of significant cultural and textual relevance for young people. A total of 6.2 million children aged between six and 12 years of age ventured into…
Descriptors: Age, Video Games, Computer Mediated Communication, Social Networks
Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Pettyjohn, Patrick; Peppler, Kylie; Volk, Charlene; Solomou, Maria – Mind, Culture, and Activity, 2010
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although…
Descriptors: Video Games, Play, Design, Educational Games
Oldaker, Adam – Voices from the Middle, 2010
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Descriptors: Video Games, Middle School Students, Language Arts, Teaching Methods
del Blanco, Angel; Torrente, Javier; Marchiori, Eugenio J.; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2012
The integration of educational video games in educational settings in general, and e-learning systems in particular, can be challenging for educators. We propose a framework that aims to facilitate educators' participation in the creation and modification of courses that use educational games. Our approach addresses problems identified by previous…
Descriptors: Educational Games, Management Systems, Instructional Design, Electronic Learning
Munoz, Yupanqui J.; El-Hani, Charbel N. – Cultural Studies of Science Education, 2012
Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and…
Descriptors: Ethics, Social Distance, Self Concept, Cultural Influences
Black, Laura W. – New Directions for Adult and Continuing Education, 2012
The rapid growth of the Internet over the past 20 years has brought with it a vast amount of communication about public issues of concern to citizens. Over time, the Internet has become increasingly social and interactive. This move from "Web 1.0" to "Web 2.0" involves a great deal of user-generated content and interaction. This transition has…
Descriptors: Access to Information, Internet, Web Sites, Electronic Publishing
Herman, Jana Morgan – Montessori Life: A Publication of the American Montessori Society, 2012
Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…
Descriptors: Influence of Technology, Access to Information, Adolescents, Generational Differences
Wu, Wen-Hsiung; Chiou, Wen-Bin; Kao, Hao-Yun; Hu, Chung-Hsing Alex; Huang, Sih-Han – Computers & Education, 2012
Previous literature reviews or meta-analysis based studies on game-assisted learning have provided important results, but few studies have considered the importance of learning theory, and coverage of papers after 2007 is scant. This study presents a systematic review of the literature using a meta-analysis approach to provide a more comprehensive…
Descriptors: Literature Reviews, Behaviorism, Research Methodology, Constructivism (Learning)
Gee, James Paul – Educational Forum, 2012
This article argues that both traditional literacy (reading and writing print) and new digital literacies (for example, playing video games) come in two grades or forms, one of which can lead to success in the modern world and one of which is less likely to do so. In both cases, the role of "academic" or "specialist" language is crucial in…
Descriptors: Literacy, Video Games, Oral Language, Academic Discourse
deNoyelles, Aimee; Seo, Kay Kyeong-Ju – Computers & Education, 2012
A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life[R], a multi-user virtual environment intended for adult users 18 and…
Descriptors: Electronic Learning, Class Activities, Video Games, Females