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Jennifer M. Vandiver – ProQuest LLC, 2024
The present study investigated the experiences of educators who taught in the virtual world Second LifeĀ®. Second Life has shown promise in the field of higher education but identified gaps exist: the identification of a set of best practices, a foundational theory, and educators' experiences using Second Life in higher education. Using a single…
Descriptors: Teacher Attitudes, Computer Games, Computer Mediated Communication, Technology Integration
Shahrokni, Seyed Abdollah – ProQuest LLC, 2018
This ethnographic case study aims to examine second language socialization (SLS) in a massively multiplayer online game (MMOG) called "Stronghold Kingdoms" (SK). To explore the affordances of this community for SLS, the social dynamics in a faction community during 4 life-time periods, namely, war, post-war peace and life in exile, end…
Descriptors: Ethnography, Second Language Instruction, Second Language Learning, English (Second Language)
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
Nikolayev, Mariya – ProQuest LLC, 2015
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Descriptors: Preschool Children, Theory of Mind, Thinking Skills, Skill Development
Shaffer, Jeannette R. – ProQuest LLC, 2012
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
Descriptors: High School Students, Student Characteristics, Computer Games, Social Influences
Levine, Emily L. – ProQuest LLC, 2013
The purpose of this study was to examine parents' perceptions of their role in supervision of their children's use of technology and their reported responses to events in which their children are cyberbullying oppressors, victims, or bystanders. The theoretical perspectives such as Bronfenbrenner's (1979) ecological theory,…
Descriptors: Bullying, Computer Mediated Communication, Parent Role, Child Rearing