Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 2 |
Descriptor
| Adolescents | 2 |
| Computer Software Evaluation | 2 |
| Educational Games | 2 |
| Foreign Countries | 2 |
| Instructional Design | 2 |
| Teaching Methods | 2 |
| Action Research | 1 |
| Adult Students | 1 |
| Animation | 1 |
| Art Education | 1 |
| Attitudes | 1 |
| More ▼ | |
Source
| IGI Global | 1 |
| Online Submission | 1 |
Publication Type
| Books | 1 |
| Collected Works - General | 1 |
| Reports - Research | 1 |
| Speeches/Meeting Papers | 1 |
Education Level
| Adult Education | 1 |
| Elementary Education | 1 |
| Elementary Secondary Education | 1 |
| Grade 4 | 1 |
| Grade 7 | 1 |
| Higher Education | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
| Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy

Direct link
