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Park, Jaeuk; Seedhouse, Paul; Seedhouse, Rob; Kiaer, Jieun – Research-publishing.net, 2016
The study draws on the digital technology which allows users to be able to learn both linguistic and non-linguistic skills at the same time. Activity recognition as well as wireless sensor technology, similar to a Nintendo Wii, is embedded or attached to the equipment and ingredients, allowing users to detect and evaluate progress as they carry…
Descriptors: Educational Technology, Technology Uses in Education, Vocabulary Development, Second Language Instruction
Way, Judith – International Association of School Librarianship, 2010
"Guitar Hero" is a video game where one or more players use a specially made game-style guitar to play along to popular and well-known songs. Players need to match the correct notes and timings of the sings. An on-screen guide shows players which notes to play, when. There are levels of difficulty in the game, as well as the choices to…
Descriptors: Foreign Countries, Video Games, Numeracy, Music
Lieberman, Debra A. – 1998
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
Descriptors: Adolescents, Children, Diabetes, Educational Games