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Graben, Katharina; Doering, Bettina K.; Barke, Antonia – Education and Information Technologies, 2022
In this study, we investigated whether the use of smartphone games while reading a text reduces learning performance or reading speed. We also examined whether this is affected by push notifications. Ninety-three students were randomly assigned to three learning conditions. In the gaming group (G), participants played a game app for 20 s at 2-min…
Descriptors: Telecommunications, Handheld Devices, Computer Games, Reading Processes
Chisholm, Latisha – Penn GSE Perspectives on Urban Education, 2021
"Rules of the game" are the social expectations one must enact for success in a specific environment. From veteran public high school educators in Washington, D.C., this study found: (1) "Rules of the game" for high school success are most consistently communicated through interventions after students have not met academic,…
Descriptors: High School Students, Urban Schools, High School Teachers, Experienced Teachers
Ng, Lee Luan; Rino Sharieful Azizie; Chew, Shin Yi – Asia-Pacific Education Researcher, 2022
The study investigates the impact of Massively Multiplayer Online Role-Playing Game (MMORPG) on players' application of vocabulary learning strategies. The participants are experienced online gamers aged between 24 and 25 years old. Apart from identifying the vocabulary learning strategies used by the ESL players during online gaming, in order to…
Descriptors: Computer Games, Simulated Environment, Vocabulary Development, Young Adults
Lei, Hao; Wang, Chenxin; Chiu, Ming Ming; Chen, Shuangye – Journal of Computer Assisted Learning, 2022
Background: Researchers debate whether game-based learning (GBL) affects students' achievement emotions, as past studies yielded mixed results. Objectives: This study determines the overall effect of GBL on students' positive achievement emotion and their negative achievement emotions (PAEs, NAEs), along with their moderators. Methods: This…
Descriptors: Educational Games, Academic Achievement, Psychological Patterns, Meta Analysis
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Mize-Climer, Candice K.; Lukkes, Cody W.; Sweeney, William J. – Journal of Behavioral Education, 2023
The purpose of this study was examining the three interventions across practice and in-game settings (i.e., goal setting plus verbal feedback; public posting plus verbal feedback; and goal setting, public posting, and verbal feedback together) on the percentage of correct blocks of collegiate volleyball players. Participants of this study…
Descriptors: Team Sports, Intervention, Goal Orientation, Feedback (Response)
Chan, Jenny Yun-Chen; Lee, Ji-Eun; Mason, Craig A.; Sawrey, Katharine; Ottmar, Erin – Journal of Educational Psychology, 2022
Understanding equivalence is fundamental to STEM disciplines, yet misunderstandings and misconceptions inhibit students from fully appreciating or leveraging the concept. Using the game-based algebraic notation system, From Here to There! (FH2T), students explore ideas of equivalence by dynamically transforming expressions or equations among…
Descriptors: Middle School Students, Algebra, Game Based Learning, Middle School Mathematics
Patiño, Azeneth; Ramírez-Montoya, María Soledad; Buenestado-Fernández, Mariana – Smart Learning Environments, 2023
This article focuses on empirically analyzing the final products designed by 147 academics from 11 countries who participated in an international open education movement workshop by answering the research questions "What are the techno-pedagogical components of the products designed by the participants to encourage the open educational…
Descriptors: Active Learning, Thinking Skills, Training, Case Studies
Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
Vuksanovic, Jasmina; Milovanovic, Tanja; Konstantinovic, Ljubica; Filipovic, Saša R. – International Journal of Language & Communication Disorders, 2018
Background: Constraint-induced (language) aphasia therapy (CIAT), based on constraint usage of the language channel only, massed practice and shaping through therapeutic language games, has been suggested as a more efficient therapy approach than traditional aphasia therapies. Aims: To examine the comparative efficacy of CIAT and a traditional…
Descriptors: Therapy, Expressive Language, Language Skills, Patients
Tsemach, Ehud; Schwarz, Baruch; Israeli, Mirit; Keynan, Omer – Dialogic Pedagogy, 2023
The present paper inquires whether a meticulous program designed to resolve Interdisciplinary Societal Dilemmas through dialogic argumentation advances epistemic practices. To delineate how epistemic practices are manifested in classroom discussions, we adopted the Actor-Network Theory (ANT), which explores the interactions and agencies of human…
Descriptors: Social Problems, Dialogs (Language), Persuasive Discourse, Interdisciplinary Approach
Hu, Yuanyuan; Gallagher, Timothy; Wouters, Pieter; Schaaf, Marieke; Kester, Liesbeth – Journal of Research in Science Teaching, 2022
Game-based learning (GBL) may address the unique characteristics of a single subject such as chemistry. Previous systematic reviews on the effects of GBL have yielded contradictory results concerning cognitive and motivational outcomes. This meta-analysis aims to: (a) estimate the overall effect size of GBL in chemistry education on cognitive,…
Descriptors: Game Based Learning, Teaching Methods, Chemistry, Science Instruction
García-López, Luis M.; Gutiérrez, David; Sánchez-Mora, David; Harvey, Stephen – Physical Education and Sport Pedagogy, 2019
Background: A recurrent theme posited by academics is the lack of widespread utilization of Teaching Games for Understanding (TGfU) by physical education (PE) teachers in schools, particularly in the form it was initially described. Using TGfU in practice is challenging for many teachers impacting its adoption. Purpose: The objective of this study…
Descriptors: Foreign Countries, Physical Education, Educational Games, Physical Education Teachers
Research Quarterly for Exercise and Sport, 2016
By bringing together the national German sports game community and an international scientific community in a joint conference, the 6th International Teaching Games for Understanding Conference (TGfU) Meets the 10th German Sports Games Symposium of the German Association of Sport Science (DVS), held July 25-27, 2016, at the German Sport University…
Descriptors: Foreign Countries, Team Sports, Racquet Sports, Athletics
Agustin, Mubiar; Puspita, Ryan Dwi; Inten, Dinar Nur; Setiyadi, Ruli – International Journal of Instruction, 2021
This research aims at detecting and stimulating multiple intelligences of kindergarten children early by applying collaborative action research by academics and practitioners. This research moves from the most fundamental problem in early childhood education activities especially in kindergartens namely the teachers' mistreatment in learning…
Descriptors: Multiple Intelligences, Action Research, Intelligence, Kindergarten