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Kenneth Pettersen; Hans Christian Arnseth; Kenneth Silseth – Journal of Early Childhood Literacy, 2025
New sociomaterial and performative directions in literacy research on digital technologies and play in early childhoods may complicate the established concept of digital play. This study contributes to this line of research by empirically expanding on the concept of the postdigital. In the study, postdigital refers to how both "digital"…
Descriptors: Video Games, Play, Young Children, Early Childhood Education
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Roland Gesthuizen; Hazel Tan; Gillian Kidman – International Research in Geographical and Environmental Education, 2025
This study explores the use of virtual worlds, specifically Minecraft, on sustainability education and cognitive skills. Using the Teaching to Inspire model as a lens, we examine how students design sustainable virtual buildings and cityscapes aligned with the UN Sustainable Development Goals and the social-ecological systems (SES) framework. Our…
Descriptors: Environmental Education, Sustainability, Video Games, Cognitive Processes
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Goli, Amir; Teymournia, Fatemeh; Naemabadi, Maedeh; Garmaroodi, Ali Andaji – Education and Information Technologies, 2022
The present article introduces and develops an educational tool as an interactive digital game for architectural design, allowing the architectural students to challenge their knowledge and experiences. The framework of this educational tool supports a serious open-ended game, which helps students get involved with the game through self-assessment…
Descriptors: Architectural Education, Building Design, Educational Games, Video Games
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Bashandy, Hamza – American Journal of Play, 2020
Investigating the potential of video games as an aid to community mapping and participatory architectural design, the author discusses the use of the sandbox game "Minecraft" by the Block by Block Foundation in collaboration with Mojang Studios, Microsoft, and UN-Habitat for three projects--Model Street (Dandora Phase 2, in Nairobi,…
Descriptors: Video Games, Cartography, Building Design, Community Involvement
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Jensen, Camilla Gyldendahl – Journal of Problem Based Learning in Higher Education, 2017
"Virtual reality" adds a new dimension to problem-based learning (PBL) environments in the architecture and building construction educations, where a realistic and lifelike presence in a building enables students to assess and discuss how the various solutions interact with each other. Combined with "Building Information…
Descriptors: Computer Simulation, Web 2.0 Technologies, Problem Based Learning, Teaching Methods