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Nathan, Mitchell J.; Swart, Michael I. – Educational Technology Research and Development, 2021
Materialist design is presented as an embodied perspective on educational design that can be applied to redesign of classroom-based learning environments. Materialist design is informed by a framework of materialist epistemology, which positions material innovation on equal placement with symbol-based formal theory. Historical examples of…
Descriptors: Epistemology, Instructional Design, Video Games, Technology Uses in Education
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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
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Chen, Ching-Huei; Shih, Chun-Chao; Law, Victor – Educational Technology Research and Development, 2020
Digital game-based learning (DGBL) is known to be widely used for improving learning in various fields. Among the elements of DGBL, competition has been very controversial. This meta-analysis, which included 25 articles written between 2008 and 2019, revealed that DGBL has produced improvements for learning outcomes with an overall effect size of…
Descriptors: Competition, Video Games, Computer Games, Game Based Learning
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Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
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Bowers, Alex J.; Berland, Matthew – Educational Technology Research and Development, 2013
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies…
Descriptors: Academic Achievement, Mathematics Achievement, High School Students, Grade 10