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Grumm, Mandy; Hein, Sascha; Fingerle, Michael – International Journal of Behavioral Development, 2011
Aggressive behavior between children in schools is a topic that receives much interest as violence and aggressive behavior cause many maladaptive social outcomes in the school setting. In the current study the Implicit Association Test (IAT) was adapted as a measure of children's implicit aggression, by assessing the association of the self…
Descriptors: Aggression, Predictive Validity, Association Measures, Prediction
Battles, Jason; Glenn, Valerie; Shedd, Lindley – Journal of Web Librarianship, 2011
In recent years, libraries have made efforts to create games, often for the purpose of information literacy instruction. Games can provide an interactive alternative to traditional instruction by introducing research tools and resources while also teaching problem solving skills within a collaborative learning environment. Despite the benefits,…
Descriptors: Undergraduate Students, Research Tools, Research Libraries, Information Literacy
Shih, Ching-Hsiang; Yeh, Jui-Chi; Shih, Ching-Tien; Chang, Man-Ling – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest studies have adopted software technology which turns the Wii Remote Controller into a high-performance limb action detector, we assessed whether two persons with multiple disabilities would be able to control an environmental stimulus through limb action. This study extends the functionality of the Wii Remote Controller to the…
Descriptors: Attention Deficit Hyperactivity Disorder, Stimulation, Intervention, Multiple Disabilities
Amory, Alan; Molomo, Bolepo; Blignaut, Seugnet – Perspectives in Education, 2011
In this paper, the collaborative development, instantiation, expansion and re-representation as research instrument of the Game Object Model (GOM) are explored from a Cultural Historical Activity Theory perspective. The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching.…
Descriptors: Learning Theories, Video Games, Evaluation Methods, Learning Processes
Siyahhan, Sinem; Barab, Sasha; James, Carrie – Journal of Interactive Learning Research, 2011
In this study, we explored a new experimental methodology for investigating children's (ages 10 to 14) stances with respect to the ethics of online identity play. We used a scenario about peer identity misrepresentation embedded in a 3D virtual game environment and randomly assigned 265 elementary students (162 female, 103 male) to three…
Descriptors: Elementary School Students, Computer Mediated Communication, Computer Simulation, Video Games
Pasnik, Shelley; Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Silander, Megan; Dominguez, Ximena – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
Glenn, Lawrence M.; Nikirk, F. Martin – Techniques: Connecting Education and Careers (J1), 2009
While career and technical education (CTE) has been an important part of the U.S. education system for decades, other countries have been slower to adopt and develop similar types of training. Realizing that CTE is crucial to developing homegrown talent capable of competing in a 21st century economy, countries like China are reaching out to…
Descriptors: Video Games, Foreign Countries, Vocational Education, Higher Education
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games
Kontour, Kyle – Bulletin of Science, Technology & Society, 2012
With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective,…
Descriptors: Video Games, Masculinity, Social Theories, War
Gentile, Douglas A.; Nathanson, Amy I.; Rasmussen, Eric E.; Reimer, Rachel A.; Walsh, David A. – Family Relations, 2012
Research on parental monitoring of children's media use suggests parents can reduce the negative effects of media exposure on children, although this research is rarely conducted with elementary school children and leaves open questions about whether parents or children are better reporters. Participants were 1,323 children, their parents, and…
Descriptors: Elementary School Students, Media Research, Marital Status, Violence
Geisner, Irene Markman; Grossbard, Joel; Tollison, Sean; Larimer, Mary E. – Journal of Child & Adolescent Substance Abuse, 2012
Background: High school students involved in athletics may face additional stressors and engage in more problematic behaviors, such as drinking, dieting, and gambling, than non-athletes, especially as they near the end of their high school experience. Studies have, in general, found mixed results as to whether sports serve a protective factor or…
Descriptors: High School Seniors, Video Games, Incidence, Health Behavior
Barab, Sasha; Pettyjohn, Patrick; Gresalfi, Melissa; Volk, Charlene; Solomou, Maria – Computers & Education, 2012
Grounded in our work on designing game-based curriculum, this paper begins with a theoretical articulation of transformational play. Students who play transformationally become protagonists who use the knowledge, skills, and concepts of the educational content to first make sense of a situation and then make choices that actually transform the…
Descriptors: Learning Theories, Curriculum Design, Play, Outcomes of Education
Herrig, Brian; Taranto, Greg – Technology and Engineering Teacher, 2012
One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…
Descriptors: Learner Engagement, Activity Units, Problem Based Learning, Teaching Methods
O'Rourke, John; Main, Susan; Ellis, Michelle – Australasian Journal of Educational Technology, 2013
Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…
Descriptors: Foreign Countries, Educational Technology, Handheld Devices, Educational Games
Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement