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Sofia Hodedatov; Orit Avidov-Ungar; Merav Hayak – Education and Information Technologies, 2024
The goal of the current study was to examine the perceptions of elementary school principals regarding the value of integrating digital games in teaching and learning and the steps they take to promote this initiative. The study was conducted using a qualitative-narrative methodology to analyze data retrieved through semi-structured in-depth…
Descriptors: Game Based Learning, Elementary School Students, Principals, Administrator Attitudes
Gampell, Anthony; Gaillard, J. C.; Parsons, Meg; Le Dé, Loïc – Journal of Geography, 2020
Scholars, practitioners and educators propose video games as innovative teaching methods to engage geography students. A methodological framework, informed by constructivist learning theory, explored the ability of 'serious' disaster video games to foster student participation in learning within four New Zealand schools. The findings indicate the…
Descriptors: Educational Games, Video Games, Natural Disasters, Emergency Programs
Alrajhi, Assim S. – MEXTESOL Journal, 2020
This study explores L2 learners' perceptions of different dimensions of current commercial video games as a medium to foster English learning. Moreover, it looks into L2 learners' attitudes toward the integration of gaming into the English curriculum. To that end, a quantitative approach to data collection and analysis was employed. Responses were…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Video 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
Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation