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Tarbay, Joshua J. – ProQuest LLC, 2011
The problem addressed in this study was the increasing number of overweight and obese children and the increased demand for cost-effective methods of combating this epidemic. One method used to promote weight loss and to increase movement levels and cardiovascular endurance among school-aged children, is the Konami [R] brand dancing game, Dance…
Descriptors: Metabolism, Physical Education, College Students, Obesity
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Shih, Ching-Hsiang; Yeh, Jui-Chi; Shih, Ching-Tien; Chang, Man-Ling – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest studies have adopted software technology which turns the Wii Remote Controller into a high-performance limb action detector, we assessed whether two persons with multiple disabilities would be able to control an environmental stimulus through limb action. This study extends the functionality of the Wii Remote Controller to the…
Descriptors: Attention Deficit Hyperactivity Disorder, Stimulation, Intervention, Multiple Disabilities
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Amory, Alan; Molomo, Bolepo; Blignaut, Seugnet – Perspectives in Education, 2011
In this paper, the collaborative development, instantiation, expansion and re-representation as research instrument of the Game Object Model (GOM) are explored from a Cultural Historical Activity Theory perspective. The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching.…
Descriptors: Learning Theories, Video Games, Evaluation Methods, Learning Processes
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Wouters, Pieter; van der Spek, Erik D.; van Oostendorp, Herre – Educational Technology Research and Development, 2011
The effectiveness of serious games is often measured with verbal assessment. As an alternative we propose Pathfinder structural assessment (defined as measuring the learners' knowledge organization and compare this with a referent structure) which comprises three steps: knowledge elicitation, knowledge representation and knowledge evaluation. We…
Descriptors: Knowledge Representation, Evaluation Methods, Measurement Techniques, Guidelines
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Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
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Prell, Jerry; Nelson, William R.; Foshay, John – Journal of Special Education Apprenticeship, 2012
Eighty, seventh grade students attending a suburban middle school in southern Connecticut participated in the study evaluating the effectiveness of computer based geography games on student motivation and achievement. Using Connecticut Mastery Test (CMT) Scores and baseline U.S.A scores as criteria to develop matched pairs, students were divided…
Descriptors: Middle School Students, Suburban Schools, Grade 7, Instructional Effectiveness
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Mehigan, Tracey J.; Pitt, Ian – International Journal of Game-Based Learning, 2012
Adaptive learning systems tailor content delivery to meet specific needs of the individual for improved learning-outcomes. Learning-styles and personalities are usually determined through the completion of questionnaires. There are a number of models available for this purpose including the Myer-Briggs Model (MBTI), the Big Five Model, and the…
Descriptors: Cognitive Style, Teaching Methods, Educational Games, Telecommunications
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Beier, Margaret E.; Miller, Leslie M.; Wang, Shu – Cultural Studies of Science Education, 2012
Serious scientific games, especially those that include a virtual apprenticeship component, provide players with realistic experiences in science. This article discusses how science games can influence learning about science and the development of science-oriented possible selves through repeated practice in professional play and through social…
Descriptors: Self Concept, Social Influences, Self Concept Measures, Behavior Theories
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Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
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Daniela, Linda, Ed.; Lytras, Miltiadis, Ed. – IGI Global, 2018
Educational strategies have evolved over the years due to research breakthroughs and the application of technology. By using the latest learning innovations, curriculum and instructional design can be enhanced and strengthened. Also, as learners move away from traditional scholarly media and toward technology-based education, students gain an…
Descriptors: Constructivism (Learning), Teaching Methods, Learning Strategies, Educational Technology
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Gordon, Michal; Gordon, Goren – Physics Education, 2010
The computer game of quantum minesweeper is introduced as a quantum extension of the well-known classical minesweeper. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. Quantum minesweeper demonstrates the effects of superposition, entanglement and their non-local characteristics. While in the classical…
Descriptors: Quantum Mechanics, Computers, Video Games, Science Instruction
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Shih, Ching-Hsiang; Shih, Ching-Tien; Chiang, Ming-Shan – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture) and a Wii Balance Board with a newly developed standing posture detection program (i.e. a new software program turns a Wii Balance Board into a precise standing posture detector). The…
Descriptors: Stimulation, Intervention, Multiple Disabilities, Computers
Nicholson, Julie; Shimpi, Priya Mariana; Carducci, Christine – Exchange: The Early Childhood Leaders' Magazine Since 1978, 2012
As play researchers, the authors have an interest in the diversity of experiences and views people have on play. They are also curious about how the concept of play could be better understood in order to shape advocacy efforts in support of increased opportunities for children and adults to play. In Fall 2011, based on their initial adult play…
Descriptors: Advocacy, Play, Childrens Rights, Children
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Reese, Debbie Denise – Educational Media and Technology Yearbook, 2012
CyGaMEs is a formalism for instructional game design that aligns an instructional game with targeted content. The CyGaMEs method derives from instructional design, cognitive science analogical reasoning, learning science, and game design theory. The author summarizes the theoretical foundations, introduces the method, describes the CyGaMEs…
Descriptors: Instructional Design, Educational Games, Educational Technology, Technology Uses in Education
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Beck, Victoria Simpson; Boys, Stephanie; Rose, Christopher; Beck, Eric – Journal of Interpersonal Violence, 2012
Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video…
Descriptors: Violence, Females, Rape, Negative Attitudes
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