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Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2023
As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor's degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain…
Descriptors: Classification, Video Games, Bachelors Degrees, College Curriculum
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Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
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Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
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Giyoto, Giyoto; Purnomo, SF. Luthfie Arguby; Untari, Lilik; Purnama, SF. Lukfianka Sanjaya; Asiyah, Nur – Journal of Social Studies Education Research, 2019
This study attempts to construct a communication framework of video game avatars. Employing Aarseth's textonomy, Rehak's avatar's life cycle, and Lury's prosthetic culture avatar's theories as the basis of analysis on fifty-five purposively selected games, this study proposes ACTION (Avatars, Communicators, Transmissions, Instruments, Orientations…
Descriptors: Video Games, Computer Simulation, Classification, Computer Mediated Communication
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Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
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Tato, Ange; Nkambou, Roger; Dufresne, Aude; Beauchamp, Miriam H. – International Educational Data Mining Society, 2017
We propose a model that employs convolutional neural networks (CNN) to evaluate sociomoral reasoning maturity, a key social ability, necessary for adaptive social functioning. Our model is used in a serious game to evaluate learners. It uses pre-annotated textual data (verbatims) and a coding scheme (SoMoral) applied by experts in psychology.…
Descriptors: Models, Artificial Intelligence, Thinking Skills, Semantics
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Shliakhovchuk, Elena; Muñoz García, Adolfo – Educational Sciences: Theory and Practice, 2020
The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the…
Descriptors: Video Games, Cultural Awareness, Intercultural Communication, Cooperation
Loparev, Anna – ProQuest LLC, 2016
Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when it comes to teaching collaborative skills. We explore one promising option: collaborative scaffolding in educational video games. Through this methodology, we can impart collaborative…
Descriptors: Cooperation, Middle School Students, Literature Reviews, Classification
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Ryan, Carolyn S., Ed. – IntechOpen, 2017
Learning disabilities are conditions that are associated with difficulties in knowledge and skill acquisition to the level expected of same-age peers. The current book is an international examination of assessment methods, preventative measures, intervention, and research with those individuals with learning disabilities obtained from authors in…
Descriptors: Learning Disabilities, Foreign Countries, Classification, Identification
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Cowley, Benjamin; Ravaja, Niklas – Cogent Education, 2014
Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of "learning game" players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker…
Descriptors: Diagnostic Tests, Questionnaires, Games, Classification
Kerr, Deirdre Song – ProQuest LLC, 2014
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
Descriptors: Video Games, Educational Games, Data Collection, Data Analysis
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Schonau-Fog, Henrik; Bjorner, Thomas – Bulletin of Science, Technology & Society, 2012
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Descriptors: Foreign Countries, Computer Games, Video Games, College Students
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Downey, Steve – Journal of Educational Multimedia and Hypermedia, 2012
Since the mid-1990s, however, the popularity, diversity, and application of virtual worlds have spread rapidly. As a result, existing taxonomies and topologies increasingly are becoming less effective at being able to classify and organize the growing diversification of content available in today's virtual worlds. This article presents the…
Descriptors: Research Methodology, Classification, Definitions, Multimedia Materials
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Braverman, Julia; LaBrie, Richard A.; Shaffer, Howard J. – Psychological Assessment, 2011
This article presents findings from the first taxometric study of actual gambling behavior to determine whether we can represent the characteristics of extreme gambling as qualitatively distinct (i.e., taxonic) or as a point along a dimension. We analyzed the bets made during a 24-month study period by the 4,595 most involved gamblers among a…
Descriptors: Internet, Public Policy, Classification, Team Sports
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King, Daniel; Delfabbro, Paul; Griffiths, Mark – International Journal of Mental Health and Addiction, 2010
Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural…
Descriptors: Video Games, Classification, Addictive Behavior, Psychology
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