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Miller, Margaret; Barwood, Donna; Devine, Amanda; Boston, Julie; Smith, Sandra; Masek, Martin – Journal of School Health, 2023
Background: Obesity-driven nutrition education in schools does not appear to result in healthier adolescent food choices. This study explored food systems as an alternative pedagogical approach to engage students in nutrition education. Methods: After playing a food systems computer game, 250 13- to 16-year-old students in 5 Western Australian…
Descriptors: Foreign Countries, Adolescents, Secondary School Students, Nutrition
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Barwood, Donna; Smith, Sandra; Miller, Margaret; Boston, Julie; Masek, Martin; Devine, Amanda – Australian Journal of Teacher Education, 2020
The development of healthy eating habits in adolescents is challenging. Resultantly, health educators are turning to digital devices to engage young people in nutrition education. This paper focuses on the development and evaluation of a computer game (Test Game B) to support healthier food choices. Test Game B was developed at an Australian…
Descriptors: Foreign Countries, Eating Habits, Adolescents, Nutrition Instruction
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Scoular, Claire; Care, Esther; Awwal, Nafisa – Electronic Journal of e-Learning, 2017
With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…
Descriptors: Educational Games, Computer Games, Scoring, Cooperative Learning
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Beavis, Catherine; Muspratt, Sandy; Thompson, Roberta – Learning, Media and Technology, 2015
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and…
Descriptors: Foreign Countries, Computer Games, Elementary School Students, Secondary School Students
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Beavis, Catherine; Rowan, Leonie; Dezuanni, Michael; McGillivray, Christie; O'Mara, Joanne; Prestridge, Sarah; Stieler-Hunt, Colleen; Thompson, Roberta; Zagami, Jason – E-Learning and Digital Media, 2014
Teachers' beliefs about what it is (or is not) possible to achieve with digital games in educational contexts will inevitably influence the decisions that they make about how, when, and for what specific purposes they will bring these games into their classrooms. They play a crucial role in both shaping and responding to the complex contextual…
Descriptors: Educational Games, Computer Games, Video Games, Mixed Methods Research
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Marcon, Nerissa; Faulkner, Julie – English in Australia, 2016
Digital games are positioned in literacy research as integral to contemporary youth culture and their potential as a learning resource continues to be explored in current literature. This paper examines the use of "Minecraft" as a pedagogical tool to motivate girls' literacy practices within the secondary English classroom. The data…
Descriptors: Foreign Countries, Computer Games, Teaching Methods, Learning Motivation
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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Curwood, Jen Scott; Magnifico, Alecia Marie; Lammers, Jayne C. – Journal of Adolescent & Adult Literacy, 2013
In order to understand the culture of the physical, virtual, and blended spheres that adolescents inhabit, we build on Gee's concept of affinity spaces. Drawing on our ethnographic research of adolescent literacies related to The Hunger Games novels, the Neopets online game, and The Sims videogames, this article explores the nature of…
Descriptors: Adolescents, Creativity, Writing Instruction, Student Motivation
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Russell, Jennifer; Beavis, Catherine – English in Australia, 2012
Contemporary curriculum guidelines, such as those provided in the incoming Australian curriculum, call for English to attend to multimodal forms of text and literacy as well as more traditional forms. Students are expected to become capable and critical readers, users and creators of texts and forms of literacy that span everything from newspapers…
Descriptors: Foreign Countries, Curriculum Guides, Learning Modalities, Multimedia Instruction
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Beckman, Karley; Bennett, Sue; Lockyer, Lori – Learning, Media and Technology, 2014
Despite significant research in the field of educational technology, there is still much we do not fully understand about students' experiences with technology. This article proposes that research in the field of educational technology would benefit from a sociological framing that pays attention to the understandings and lives of learners. Within…
Descriptors: Foreign Countries, Technology Uses in Education, Educational Technology, Secondary School Students
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Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning