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Xi Lu – ProQuest LLC, 2021
Computational thinking (CT) is an analytical thinking approach to solving daily problems by utilizing fundamental concepts of computer science. In the past decade, CT has been regarded as an essential life skill to be taught to everyone, especially young learners. One overarching and unresolved issue related to including CT into the K-12…
Descriptors: Play, Perspective Taking, Computation, Thinking Skills
Sherry Jean Wright – ProQuest LLC, 2022
The purpose of this qualitative descriptive study is to explore how community college nursing faculty with experience of virtual gaming simulation (VGS) from a community college in north central Texas describe the challenges and benefits of utilizing VGS as a teaching tool to help nursing students progress in the development of clinical judgment…
Descriptors: Computer Simulation, Computer Games, Nursing Students, Clinical Experience
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)
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
Morgan, Mia Lynn – ProQuest LLC, 2015
Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…
Descriptors: Media Literacy, Computer Literacy, Computer Games, Case Studies