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Leah Hardesty – ProQuest LLC, 2023
This qualitative research study explored levels of social presence in Second Life (virtual world) associated with phases of knowledge construction. The study explored images and data collected from users at two discussion-based activities. The findings revealed the three levels of social presence, according to the Interactional Process Model of…
Descriptors: Learning, Computer Simulation, Interpersonal Relationship, Interaction
Robert Hein – ProQuest LLC, 2020
Although researchers have shown interest in videogaming since the early 2000s, the hyper-competitive world of "esports" has received less attention. However, multi-million dollar gaming tournaments--such as the 2019 "Fortnite" World Cup--now make headlines and spark national discussion. Similarly, colleges and universities have…
Descriptors: Video Games, Athletics, Ethnography, College Students
Stephen Petrucci – ProQuest LLC, 2021
Adolescents spend a significant and increasing amount of time online, especially on social media (SM) platforms. Replicating most of the questions from the 2018 PEW Teen Survey (Anderson & Jiang, 2018), this study provides a current understanding of how a sample of Canadian adolescents use SM, what perceived effects of SM they report, and…
Descriptors: Social Media, Computer Mediated Communication, Adolescent Attitudes, Self Concept
Brenda Cantey Clark – ProQuest LLC, 2019
This study conducted a meta-analysis in the area of violent behaviors involving high school students. Meta-Analysis is essentially a systematic review; however, in addition to narrative summary that is conducted in a systematic review, in meta-analysis, the analysis also numerically pooled the results of the studies and arrived at a summary…
Descriptors: Violence, Behavior Problems, Student Behavior, High School Students
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
Collister, Lauren Brittany – ProQuest LLC, 2013
This work explores the use of multimodal communication in a community of expert "World of Warcraft"® players and its impact on politeness, identity, and relationships. Players in the community regularly communicated using three linguistic modes quasi-simultaneously: text chat, voice chat, and face-to-face interaction. Using the…
Descriptors: Intermode Differences, Discourse Modes, Interpersonal Communication, Interpersonal Relationship
Wolfenstein, Moses – ProQuest LLC, 2010
Over the course of the last several decades, K-12 educational systems have begun to adopt digital technologies to support teaching and learning. These tools have enabled the rise of online schools as well as fundamentally changing practices of school leadership. However little attention has been given to how instructional leadership is changed…
Descriptors: Elementary Secondary Education, Instructional Leadership, Technology Uses in Education, Role Playing