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Eng How Lim; Sompatu Vungthong; Wannapa Trakulkasemsuk – LEARN Journal: Language Education and Acquisition Research Network, 2024
With the advent of online gaming becoming such an inherent part of popular culture, the issue of toxicity, particularly in online competitive games, has never been more relevant. In the /all chat, however, where communication between players of opposing teams is expected to be hostile, there have been debates in community forums about whether that…
Descriptors: Synchronous Communication, Negative Attitudes, Video Games, Computers
Stewart, Nicole K.; Smith, Richard – Communication Teacher, 2023
Courses: Communication Theory, Information Society, Digital Cultures. Objectives: Students will demonstrate an ability to use mobile technologies, understand gaming cultures, and explore how everyday gaming connects to mobile issues.
Descriptors: Video Games, Electronic Learning, Distance Education, Game Based Learning
Shoda, Vera Paola – E-Learning and Digital Media, 2022
Let's Play (LP) is the term used to describe the videos of people providing commentary as they play video games that follow either live streaming or pre-edited format uploaded in online video sharing platforms. Previous studies on LP have shown its possible use in literary practice and pedagogical potential. This paper goes deeper into the…
Descriptors: Video Games, Electronic Learning, Teaching Methods, Video Technology
Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
Byrne, Andrew M. – About Campus, 2020
Esports are a quickly spreading co-curricular setting for student involvement on college campuses. Many of the students who come to higher education institutions are already in these online virtual communities situated around competitive video games, which they can access from their dorm rooms and apartments. They communicate on headsets, and they…
Descriptors: Video Games, Athletics, Leadership, Cooperative Learning
Abrams, Sandra Schamroth; Rowsell, Jennifer; Merchant, Guy – Teachers College Record, 2017
Background: Research into digital practices and cultures repeatedly calls attention to the complexity of communication spaces and meaning-making practices. With the blurring of boundaries between online and offline, these entangled practices involve the interweaving of human, material, semiotic, and discursive practices. Purpose: This introductory…
Descriptors: Simulated Environment, Computer Simulation, Video Games, Play
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
Flecha, Ramon, Ed.; Pulido, Cristina, Ed.; Villarejo, Beatriz, Ed.; Racionero, Sandra, Ed.; Redondo, Gisela, Ed.; Torras, Elisabeth, Ed. – European Commission, 2020
Students, teachers, families and other community members use digital technology as an educational tool in formal, non-formal and informal learning environments. While its use is widespread, increasing concern has emerged about its effects on children, particularly in relation to their empathy and attention capacity, as these dimensions are crucial…
Descriptors: Influence of Technology, Children, Empathy, Attention
Dodgson, David – TESL-EJ, 2017
Minecraft has become well established in the world of education. Around the world, the game is being used in a variety of educational settings for virtual project work and as a virtual world for collaboration and social interaction. Minecraft is an activity players want to talk about. It is a game they want to learn more about. In order to do…
Descriptors: Video Games, Computer Mediated Communication, Teaching Methods, Computer Simulation
Burwell, Catherine; Miller, Thomas – E-Learning and Digital Media, 2016
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Descriptors: Video Games, Literacy, Educational Practices, Educational Games
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Merchant, Guy – Language and Education, 2013
In large parts of the developed world, increased connectivity has led to changes in the communicational landscape. Meaning-making associated with new media disturbs established ways of describing and defining literacy, leading some academics and educators to identify "new literacies" as a distinct break from traditional and predominantly…
Descriptors: Literacy, Information Technology, Films, Video Games
Gonzalez-Gonzalez, Carina; Blanco-Izquierdo, Francisco – Computers & Education, 2012
In this paper we analyze the main areas of research into educational videogames and in the evolution of the technologies and design methodologies that are making these interactive systems increasingly natural, immersive and social. We present the design and development of a prototype for a collaborative educational videogame based on a Massively…
Descriptors: Video Games, Secondary Education, Online Systems, Educational Games
Johnson, Matthew; Riel, Richard; Germain-Froese, Bernie – Canadian Teachers' Federation, 2016
To get a better understanding of how networked technologies are impacting teachers and their teaching practices, in 2015 MediaSmarts partnered with the Canadian Teachers' Federation to survey 4,043 K-12 teachers and school administrators who were teaching in classroom settings across the country. The survey explored the extent to which networked…
Descriptors: Computer Networks, Computer Uses in Education, Foreign Countries, Use Studies
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