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Hartley, Jackie; Hobbs, Laura; Stevens, Carly – Natural Sciences Education, 2023
Science Hunters is an established outreach program using the computer game Minecraft to engage children in science. Before the pandemic, Science Hunters regularly delivered sessions in schools but ceased delivering face-to-face sessions during the COVID-19 pandemic. Online remote delivery was trialed in eight schools, with 201 children of age 9-11…
Descriptors: Elementary School Students, Elementary School Teachers, Teacher Aides, Pandemics
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O'Reilly, Gary; Coyle, David; Tunney, Conall – International Journal of Game-Based Learning, 2016
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Descriptors: Buddhism, Computer Games, Metacognition, Relaxation Training
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Rowan, Leonie – Learning, Media and Technology, 2017
This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…
Descriptors: Teacher Attitudes, At Risk Students, Academic Achievement, Interpersonal Relationship
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Ariyabuddhiphongs, Vanchai – International Journal of Mental Health and Addiction, 2012
This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…
Descriptors: Older Adults, Program Effectiveness, Longitudinal Studies, Epistemology
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Witherspoon, Lisa; Manning, John P. – American Journal of Play, 2012
The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…
Descriptors: Play, Educational Games, Computer Games, Video Games