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Sim, Duncan; Boyle, Elizabeth; Leith, Murray Stewart; Williams, Alan; Jimoyiannis, Athanassios; Tsiotakis, Panagiotis – Journal of Geography in Higher Education, 2021
This paper explores the contribution to geography teaching which can be made by serious games. We describe the ways in which gaming has progressed from "dissected maps" and jigsaws through board games, to the range of online games which are available today. We describe the development, in conjunction with European partner institutions,…
Descriptors: Geography, Instruction, Teaching Methods, Educational Games
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Shahrokni, Seyed Abdollah – TESL-EJ, 2021
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called Stronghold Kingdoms (SK). To explore the affordances of this community for SLS, the social dynamics in a Faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end of the world,…
Descriptors: Ethnography, Computer Games, Second Language Learning, Second Language Instruction
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Bäck, Emma A.; Bäck, Hanna; Altermark, Niklas; Knapton, Holly – International Journal of Developmental Science, 2018
It is a human fundamental to desire to be valued, loved and respected--to be significant. Social exclusion induce significance loss which elicits a 'quest for significance'--the search for opportunities to re-gain significance. The present article establishes this relation in a laboratory experiment (N = 71, mean age = 28, SD = 10.42, 65% women,…
Descriptors: Social Isolation, Laboratory Experiments, Attitude Change, Rejection (Psychology)
Shahrokni, Seyed Abdollah – ProQuest LLC, 2018
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called "Stronghold Kingdoms" (SK). To explore the affordances of this community for SLS, the social dynamics in a faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end…
Descriptors: Ethnography, Second Language Instruction, Second Language Learning, English (Second Language)
Shapiro, Jordan – Joan Ganz Cooney Center at Sesame Workshop, 2018
"Digital Play for Global Citizens" is an introduction to how educators and parents can use a multitude of innovative technology tools to help their students and children learn about, understand, and engage with our increasingly interconnected world. Educating students to become "macro-minded" (habits of mind that are associated…
Descriptors: Educational Technology, Technology Uses in Education, Global Approach, Citizenship Education