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Boris Vazquez-Calvo; Steven L. Thorne – Journal of Language, Identity, and Education, 2025
For fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the "digital wilds," including incidental language learning and identity development. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to…
Descriptors: Foreign Countries, Video Games, Translation, Romance Languages
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Melchor-Ferrer, Elias; Davia-Rodriguez, Maria Angeles – Education and Information Technologies, 2023
This paper introduces a computer application, based on The Alphabet Game, designed to assist students of all disciplines understand the key academic concepts used in their respective fields, with specific application to economics and the study of national accounts. This approach offers a valuable contribution, in view of the difficulties often…
Descriptors: Foreign Countries, Computer Games, Gamification, College Students
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Kapoor, Sakshi Kumari; Subida, Marietta – International Journal of Educational Methodology, 2023
Online game addiction and psychological distress are two continuously developing problems in the Philippines, with Filipinos aged 18 to 24 being the second largest age group to overuse interactive online-related games. This sequential explanatory mixed method study aimed to assess the young adults' gaming addiction and perceived psychological…
Descriptors: Games, Addictive Behavior, Psychological Patterns, Foreign Countries
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Gao, Fengyan; Izadpanah, Siros – Education and Information Technologies, 2023
Recent developments in EFL) English Foreign Language) have intensified the need for computer games (CGs). However, far too little attention has been paid to this issue. The sample was selected using the two-stage cluster sampling method in this descriptive and correlational study. In the first stage, two institutes for males were randomly selected…
Descriptors: English Language Learners, Computer Games, Computers, Self Efficacy
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Zhang, Rujing; Chen, Jingying; Wang, Guangshuai; Xu, Ruyi; Zhang, Kun; Wang, Jidong; Zheng, Wenming – Interactive Learning Environments, 2023
Visual motor integration (VMI) is considered a key predictor of adaptive functioning in children with autism spectrum disorder (ASD). However, information regarding the VMI characteristics of children with ASD is scarce because existing assessment methods have focused on outcome measures while neglecting process measures due to the high failure…
Descriptors: Sensory Integration, Autism Spectrum Disorders, Computer Games, Young Children
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Rafner, Janet; Wang, Qian Janice; Gadjacz, Miroslav; Badts, Thomas; Baker, Brendan; Bergenholtz, Carsten; Biskjaer, Michael Mose; Bui, Thomas; Carugati, Andrea; De Cibeins, Matthieu; Noy, Lior; Rahimi, Seyedahmad; Tylén, Kristian; Zana, Blanka; Beaty, Roger E.; Sherson, Jacob – Creativity Research Journal, 2023
For decades, researchers have struggled with measurement problems related to the "construct validity" of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased "scalability" and…
Descriptors: College Students, Creativity Tests, Nonverbal Tests, Abstract Reasoning
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Ince, Ebru Yilmaz; Sancak, Murat Emre – Journal of Learning and Teaching in Digital Age, 2022
Earthquakes are the movements of the earth's crust that originate in the ground, and they are one of the natural disasters that frighten people because they occur suddenly and often cause great loss of life and property. Earthquake natural disaster is the reality of Turkey and it is important to raise public awareness on this issue. Thanks to the…
Descriptors: Seismology, Foreign Countries, Educational Games, Computer Games
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Eker, Halime; Tas, Ibrahim – International Journal of Technology in Education and Science, 2022
This study researches the mediating role of emotion regulation in the relationship between emotional autonomy and game addiction. The sample of the study consists of 335 adolescents. Ages of the sample are between 14 and 18, and the mean age is 15.78. 135 (40.3%) of the participants are 9th graders, 96 (28.7%) are 10th graders, 62 (18.5%) are 11th…
Descriptors: Adolescents, Emotional Response, Self Control, Personal Autonomy
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Ibrahim, Karim – Foreign Language Annals, 2022
The L2 learning potentials of massive multiplayer online games (MMOGs) have been established in various studies; however, the fine-grained dynamics of digital game-based L2 learning are yet to be uncovered. A potential cause of this limitation is a limited understanding of the interconnected, situated, and dynamic nature of digital gaming as a…
Descriptors: Computer Games, Second Language Learning, Game Based Learning, Technology Uses in Education
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Hok-Ko Pong – Journal of Beliefs & Values, 2024
This study explores the correlation between spiritual well-being and game addiction among Chinese youths in Hong Kong. To examine such a relationship, cross-sectional data (N = 401) were taken from a sample of 209 Chinese university students in 2021 and 192 Chinese university students in 2022. They are between 18-21 years old. The participants…
Descriptors: Well Being, Spiritual Development, Addictive Behavior, Undergraduate Students
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Mitzi J Ritzman; Roma Subramanian – Autism: The International Journal of Research and Practice, 2024
This study investigated the benefits and challenges of computer-mediated communication use among a sample of young adults who identify with the autism spectrum via semistructured interviews. The interviews revealed that participants enjoyed using computer-mediated communication technologies (e.g. Discord, Facebook, Steam, and Zoom) to fulfill…
Descriptors: Autism Spectrum Disorders, Young Adults, Computer Mediated Communication, Program Effectiveness
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Ángel Javier Tabullo; María Florencia Chiófalo; Alejandro Javier Wainselboim – Reading Psychology, 2024
The COVID-19 pandemic and its concomitant restriction measures drastically altered the routines and learning formats of students from all levels. In addition, it has been shown that pandemic-related stress negatively impacted their mental health and cognitive functioning. Undergraduates have been signaled out as one of the populations most…
Descriptors: Reading Comprehension, Undergraduate Students, COVID-19, Pandemics
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Jaakko Hilppö; Reed Stevens – Cognition and Instruction, 2024
Choice and autonomy are central tenets of interest-driven learning. Yet, in most studies on interest in school, students' choice and autonomy have been confined within the boundaries of the curriculum and the subject matter in question. This limits our understanding of how schools can support interest-driven learning as well as students' interest…
Descriptors: Nontraditional Education, STEM Education, Art Education, Grade 6
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Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
Grace Ann Morris – ProQuest LLC, 2024
Creativity is an important part of education. Teachers need to be able to understand and develop creativity to be able to successfully model it for their students. They can achieve this through pre-service training. Past research has provided implications in pre-service training that helped pre-service teachers develop creativity, albeit from a…
Descriptors: Preservice Teachers, Faculty Development, Creativity, Game Based Learning
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