Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 2 |
| Since 2007 (last 20 years) | 6 |
Descriptor
| Computer Games | 7 |
| Educational Games | 7 |
| Problem Solving | 7 |
| Visualization | 7 |
| Critical Thinking | 3 |
| Higher Education | 3 |
| Instructional Design | 3 |
| Models | 3 |
| Teaching Methods | 3 |
| Adolescents | 2 |
| Biology | 2 |
| More ▼ | |
Source
| Association for Educational… | 1 |
| British Journal of… | 1 |
| Digital Experiences in… | 1 |
| International Association for… | 1 |
| Journal of Educational… | 1 |
| Physics Teacher | 1 |
| Technology, Knowledge and… | 1 |
Author
| Adams, Claudia | 1 |
| Amory, Alan | 1 |
| Blair, Kristen P. | 1 |
| Bodin, Madelen | 1 |
| Chin, Doris B. | 1 |
| Coffey, John W. | 1 |
| Gregorcic, Bor | 1 |
| Levine, Benjamin | 1 |
| Mauntel, Matthew | 1 |
| Naicker, Kevin | 1 |
| Plaxco, David | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 5 |
| Reports - Research | 3 |
| Collected Works - Proceedings | 2 |
| Reports - Descriptive | 2 |
Education Level
| Elementary Education | 2 |
| Elementary Secondary Education | 2 |
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Secondary Education | 2 |
| Grade 10 | 1 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
Audience
Location
| Florida | 2 |
| Asia | 1 |
| Australia | 1 |
| Brazil | 1 |
| Connecticut | 1 |
| Denmark | 1 |
| Egypt | 1 |
| Estonia | 1 |
| Georgia | 1 |
| Germany | 1 |
| Greece | 1 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
The Characterization and Evolution of Strategies about Vector Equations in the Game "Vector Unknown"
Mauntel, Matthew; Levine, Benjamin; Plaxco, David; Zandieh, Michelle – Digital Experiences in Mathematics Education, 2021
We present results of a grounded analysis of individual interviews in which students play Vector Unknown -- a digital game designed to introduce visualizing vectors, scaling vectors, vector addition, and vector equations, attending to the geometric and algebraic representations of vectors. The game was designed to be used at the beginning of a…
Descriptors: Mathematics Education, Mathematics Activities, Educational Games, Computer Games
Gregorcic, Bor; Bodin, Madelen – Physics Teacher, 2017
Algodoo (http://www.algodoo.com) is a digital sandbox for physics 2D simulations. It allows students and teachers to easily create simulated "scenes" and explore physics through a user-friendly and visually attractive interface. In this paper, we present different ways in which students and teachers can use Algodoo to visualize and solve…
Descriptors: Physics, Science Instruction, Teaching Methods, Simulation
Chin, Doris B.; Blair, Kristen P.; Schwartz, Daniel L. – Technology, Knowledge and Learning, 2016
In partnership with both formal and informal learning institutions, researchers have been building a suite of online games, called choicelets, to serve as interactive assessments of learning skills, e.g. critical thinking or seeking feedback. Unlike more traditional assessments, which take a retrospective, knowledge-based view of learning,…
Descriptors: Educational Games, Computer Games, Selection, Problem Solving
Prayaga, Lakshmi; Coffey, John W. – Journal of Educational Technology, 2008
Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics,…
Descriptors: Computer Games, Educational Games, Thinking Skills, Critical Thinking
Peer reviewedAmory, Alan; Naicker, Kevin; Vincent, Jacky; Adams, Claudia – British Journal of Educational Technology, 1999
Describes research with college students that investigated commercial game types and game elements to determine what would be suitable for education. Students rated logic, memory, visualization, and problem solving as important game elements that are used to develop a model that links pedagogical issues with game elements. (Author/LRW)
Descriptors: College Students, Computer Games, Educational Games, Higher Education
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2014
For the thirty-seventh year, the Research and Theory Division and the Division of Instructional Design of the Association for Educational Communications and Technology (AECT) sponsored the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Jacksonville, Florida. This year's Proceedings…
Descriptors: Research and Development, Web Sites, Educational Technology, Technology Uses in Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers

Direct link
