Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 4 |
Since 2006 (last 20 years) | 4 |
Descriptor
Game Based Learning | 4 |
Physical Activities | 4 |
Technology Uses in Education | 4 |
Educational Technology | 3 |
Games | 2 |
Handheld Devices | 2 |
Health Promotion | 2 |
Motivation | 2 |
Student Attitudes | 2 |
College Students | 1 |
Computation | 1 |
More ▼ |
Source
Education and Information… | 1 |
International Journal of… | 1 |
Smart Learning Environments | 1 |
Technology, Knowledge and… | 1 |
Author
Arroyo, Ivon | 1 |
Baran, Medine | 1 |
Castro, Francisco | 1 |
Closser, Avery Harrison | 1 |
David Prycl | 1 |
Erica Hinckson | 1 |
Jenny, Seth E. | 1 |
Jitka Nabelkova | 1 |
Josef Heidler | 1 |
Josef Mitas | 1 |
Karel Frömel | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 3 |
Tests/Questionnaires | 2 |
Reports - Descriptive | 1 |
Education Level
Secondary Education | 3 |
Junior High Schools | 2 |
Middle Schools | 2 |
Elementary Education | 1 |
Grade 7 | 1 |
Grade 9 | 1 |
High Schools | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Czech Republic | 1 |
South Carolina | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Michal Vorlicek; David Prycl; Josef Heidler; Manuel Herrador-Colmenero; Jitka Nabelkova; Josef Mitas; Erica Hinckson; Sandra Mandic; Karel Frömel – Smart Learning Environments, 2024
This study addresses the issue of insufficient physical activity (PA) among youths. The emergence of gamified interventions, such as Gamifiter web portal, offers a novel approach to promoting healthy habits and increasing intrinsic motivation for PA. Gamifiter engages users in virtual challenges linked to daily step counts and progress on a…
Descriptors: Parents, Middle School Students, Grade 7, Foreign Countries
Jenny, Seth E.; Thompson, Robin M. – International Journal of Technology in Teaching and Learning, 2016
Mobile gaming has become immensely popular with the growing ease of access and the variety of inexpensive options now being offered. Pokémon Go, a cellular phone game that combines augmented reality (AR) and global positioning system (GPS) location to catch digital characters in the real world, is a free download that has broken participation…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Computer Simulation