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Merve Nur Durmus; Mustafa Metin; Neslihan Durmus – International Journal of Education in Mathematics, Science and Technology, 2025
This research was carried out to determine the opinions of science teacher candidates about digital game addiction. For this reason, the phenomenology method which one of the qualitative research methods, was used. The sample of this study consists of 5 science teacher candidates studying at different universities in the 2022-2023 academic year.…
Descriptors: Preservice Teachers, Science Teachers, Student Attitudes, Video Games
Boris Vazquez-Calvo; Steven L. Thorne – Journal of Language, Identity, and Education, 2025
For fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the "digital wilds," including incidental language learning and identity development. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to…
Descriptors: Foreign Countries, Video Games, Translation, Romance Languages
Case, Adam – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, "The Witness," was incorporated into the first-year seminar is given along with an overview of teaching…
Descriptors: Computer Games, Game Based Learning, Problem Solving, Creative Thinking
Guangxiang Liu; Yue Zhang; Rui Zhang – Journal of Multilingual and Multicultural Development, 2024
Focusing on how a world of possibilities is opened up by language learners themselves, imagination has been regarded as an elusive but indispensable element in second language (L2) education. Drawing on notions of international posture (Yashima 2002), Ideal L2 Self (Dörnyei 2009), and imagined communities (Norton 2001), we theorised imagination…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Self Concept
da Silva, Rafael Leonardo – TechTrends: Linking Research and Practice to Improve Learning, 2021
This article describes the results of a qualitative study that aimed at investigating moral decision-making processes of prospective government workers using a game-based tool. Three participants volunteered to participate in the research process, which included playing a short point-and-click narrative game and a focus group. Data was analyzed…
Descriptors: Decision Making, Empathy, Computer Games, Educational Games
Vanbecelaere, Stefanie; Van den Berghe, Katrien; Cornillie, Frederik; Sasanguie, Delphine; Reynvoet, Bert; Depaepe, Fien – Journal of Computer Assisted Learning, 2020
For the training of academic skills, digital educational games with integrated adaptivity are promising. Adaptive games are considered superior to non-adaptive games, because they constantly assess children's performance, and accordingly adapt the difficulty of the tasks corresponding to the children's individual level. However, empirical evidence…
Descriptors: Educational Games, Computer Games, Adaptive Testing, Kindergarten
Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
Wernholm, Marina – Designs for Learning, 2021
The aim of this study is to investigate children's out-of-school learning in digital gaming communities. This was achieved by exploring girls' participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze…
Descriptors: Informal Education, Computer Games, Females, Video Technology
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
Bu, Qingyun – Science Insights Education Frontiers, 2022
Juvenile delinquency is one of the most complex social issues confronting both developing and developed nations in today's rapidly changing world. In China, adolescent criminality is likewise increasing at an alarming rate. In this study, we examined the status quo of juvenile delinquency in China, elucidated the reasons for adolescent crime from…
Descriptors: Delinquency, Delinquency Prevention, Etiology, Adolescents
Blume, Carolyn – ELT Journal, 2021
Incorporating inclusive games and game-related tasks enables learners to explore issues of gender and sexuality in the EFL classroom, while simultaneously developing competences relevant specifically to language learning. Carefully selected and didactically prepared games and gaming activities that highlight marginalised genders and sexualities…
Descriptors: Inclusion, Computer Games, Game Based Learning, Classroom Techniques
Graham, Sage L. – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2019
As digital interactions become more global, individuals who bring divergent practices 'to the keyboard' must interact with other participants who come to the digital space with different cultural norms and expectations. This study explores the interface between local expectations and global practice through emoji use in online gaming -- a venue…
Descriptors: Computer Mediated Communication, Cultural Differences, Computer Games, Nonverbal Communication
Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation
Greenhalgh, Spencer P. – Journal of Experimental Education, 2021
Games can invite players to try on moral identities, but players ultimately choose how to respond to this invitation. In this study, I explore how the design of a game and the context it is played in affect whether players tried on a moral identity when completing in-game actions. I interviewed seven students who had played an ethics game and…
Descriptors: Moral Values, Self Concept, Correlation, Design
Keifer-Boyd, Karen; Knochel, Aaron D.; Patton, Ryan M.; Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2018
Mobile learning from a posthumanist critical perspective is the co-figuration of learner with geolocative mobile devices that blurs boundaries of the networked body. In this study, four art education researchers explore geolocative co-figurative possibilities of mobile learning. The authors theorize co-figurative agency and heighten awareness of…
Descriptors: Telecommunications, Handheld Devices, Art Education, Teaching Methods