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Matthew Mauntel; Michelle Zandieh – International Journal of Research in Undergraduate Mathematics Education, 2024
In this article we analyze how students reason about linear combinations across multiple digital environments. We present the work of three groups of undergraduate students in the Southeast United States (US) who were considered ready to take linear algebra. The students played the game "Vector Unknown," reflected upon aspects of their…
Descriptors: Video Games, Algebra, Mathematics Instruction, Teaching Methods
de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
Francisco, Virginia; Moreno-Ger, Pablo; Hervas, Raquel – IEEE Transactions on Learning Technologies, 2022
Making students become intrinsically motivated to participate in daily class activities is an open challenge that has been addressed in different ways. In this article, we evaluate the impact of an educational innovation project, named TrivialCV, in terms of student motivation, engagement, and learning outcomes. We analyze the impact of two types…
Descriptors: Competition, Student Participation, Educational Innovation, Teamwork
Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
American Journal of Play, 2017
Jon-Paul C. Dyson is vice president for exhibits and director of the International Center for the History of Electronic Games (ICHEG) at The Strong. Trained as a cultural and intellectual historian, he joined The Strong in 1998 and has worked on and supervised the development of dozens of exhibits on play and video games. He initiated the museum's…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Play
Parry, Rebecca; Howard, Frances; Penfold, Louisa – Learning, Media and Technology, 2020
Traditionally media production with young people has been characterized by an aspiration to 'give voice' or 'empower youth', but this core value is under threat. Recently, the rationale for undertaking youth media production has shifted to focus on enabling young people to acquire digital and entrepreneurial skills that serve the needs of rapidly…
Descriptors: Entrepreneurship, Technological Literacy, Libraries, Program Descriptions
O'Hagan, Minako – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2015
In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of…
Descriptors: Translation, Video Games, Computer Software, Intercultural Communication
Hansen, Nils Kristian; Mitchell, James Robert – Physics Education, 2013
This work examines the feasibility of employing a Nintendo Wii game
controller for measuring car speed in an interdisciplinary school project. It
discusses the physical characteristics of the controller and of vehicle
headlights. It suggests how an experiment may be linked to topics in
mathematics, statistics, physics and computer science. An…
Descriptors: Science Instruction, Physics, Measurement Equipment, Interdisciplinary Approach
Ballester, Jorge; Pheatt, Charles B. – Physics Teacher, 2012
The study of motion is central in physics education and has taken many forms as technology has provided numerous methods to acquire data. For example, the analysis of still or moving images is particularly effective in discussions of two-dimensional motion. Introductory laboratory measurement methods have progressed through water clocks, spark…
Descriptors: Physics, Motion, Computer Software, Video Games
Abrams, Sandra Schamroth – Yearbook of the National Society for the Study of Education, 2011
As an observer of the gaming situation, the author watched intently to understand how two boys' actions helped them succeed at "Band Hero," and she realized that their movements were both ways of being and ways of learning. These eighth-grade boys went beyond the scope and requirements of standard game play and appeared to employ specific…
Descriptors: Video Games, Social Environment, Males, Observation
Shih, Ching-Hsiang; Shih, Ching-Tien; Chiang, Ming-Shan – Research in Developmental Disabilities: A Multidisciplinary Journal, 2010
This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture) and a Wii Balance Board with a newly developed standing posture detection program (i.e. a new software program turns a Wii Balance Board into a precise standing posture detector). The…
Descriptors: Stimulation, Intervention, Multiple Disabilities, Computers
Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities
Amory, Alan – Interactive Learning Environments, 2012
It is argued that against the background of a neo-managerial and market-driven global education system, the production and use of technology to support teaching and learning perpetuates hegemonic behaviorist values. Activity theory, as a lens, is used to explore the power relations that are integral to the development and use of Reusable Learning…
Descriptors: Blended Learning, Video Games, Educational Technology, Ideology
George, Daniel R.; Whitehouse, Peter J. – Gerontologist, 2011
In the therapeutic void created by over 20 failed Alzheimer's disease drugs during the past decade, a new marketplace of "brain fitness" technology products has emerged. Ranging from video games and computer software to mobile phone apps and hand-held devices, these commercial products promise to maintain and enhance the memory,…
Descriptors: Ideology, Computer Software, Memory, Educational Technology
Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
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