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Alperen Ceylan; Sumeyra Akkaya – International Technology and Education Journal, 2024
The aim of this study is to systematically examine graduate studies on digital game addiction in the field of education. Document analysis technique was used in the study. The 57 graduate studies included in the study were determined by criterion sampling. The data obtained was analyzed using content analysis. As a result of the study, it was seen…
Descriptors: Foreign Countries, Graduate Students, Computer Games, Addictive Behavior
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Zhitian Skylor Zhang; Martina Seemann; Richard Joos; Markus Suren; Helge Fischer; Mathias Hofmann – Journal of Creative Behavior, 2025
Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means…
Descriptors: Creativity, Teaching Methods, Game Based Learning, Interdisciplinary Approach
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Denner, Jill; Campe, Shannon; Werner, Linda – ACM Transactions on Computing Education, 2019
It is widely believed that there are educational benefits to making computer games, but there is no systematic review of research on this topic. This article describes a meta-synthesis of research on children designing and programming computer games that investigates the extent to which there is evidence of benefits for computer science learning…
Descriptors: Computer Games, Design, Programming, Children
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Hava, Kevser; Cakir, Hasan – Journal of Educational Multimedia and Hypermedia, 2018
This study presents the findings of a systematic literature review on educational computer game development activity utilized in learning environments. The main aim of this review is to investigate the effects of game design activity on learning outcomes of students. Additionally, there are other factors examined in the review such as participant…
Descriptors: Elementary School Students, Secondary School Students, College Students, Student Developed Materials
McConnell, Barry A.; McConnell, Nancy J. – Collegiate Microcomputer, 1988
Discussion of the history and development of artificial intelligence (AI) highlights a bibliography of introductory books on various aspects of AI, including AI programing; problem solving; automated reasoning; game playing; natural language; expert systems; machine learning; robotics and vision; critics of AI; and representative software. (LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer Science, Computer Software
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Fatouros, Cherryl – Australian Journal of Early Childhood, 1995
Review identifies concerns and criticisms as well as research findings about young children's use of computers. Review is organized in terms of the child's needs in all developmental areas--physical, social-emotional, cognitive, and language--and implications of these needs for planning. Findings include support for enhanced cognitive development,…
Descriptors: Cognitive Development, Computer Assisted Instruction, Computer Games, Computer Software Selection
Dempsey, John V.; And Others – 1994
Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…
Descriptors: Annotated Bibliographies, Attitude Change, Computer Assisted Instruction, Computer Games
Schaefermeyer, Shanna – Educational Technology, 1990
Identifies desirable features that should be included in software for effective instructional computing use. Highlights include design of learning activities; curriculum role; modes of instruction, including drill and practice, tutorials, games, simulation, and problem solving; branching; menu driven programs; screen displays; graphics; teacher…
Descriptors: Branching, Computer Assisted Instruction, Computer Games, Computer Graphics
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Berson, Michael J. – Journal of Research on Computing in Education, 1996
Examines the literature on the effectiveness of computers in social studies instruction and learning. Topics include drill and practice, tutorials, study guides, games and simulations, inquiry and problem solving, graphics, and word processing and writing. Contains 58 references. (LRW)
Descriptors: Computer Assisted Instruction, Computer Games, Computer Graphics, Computer Simulation