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Veresov, Nikolai; Veraksa, Nikolay – Early Years: An International Journal of Research and Development, 2023
A body of research that investigates the social, cognitive and emotional effects of digital technologies on the development of children reports that digital technologies are limiting activities that connect children with people. On the other hand, there is a great amount of research on the positive role of digital play. However, digital games per…
Descriptors: Computer Games, Play, Early Childhood Education, Educational Technology
Kevin Larkin; Ilyse Resnick; Thomas Lowrie – Mathematical Thinking and Learning: An International Journal, 2024
Patterns are a fundamental component of mathematics, and the patterning ability of young children has been well researched; however, this research has largely been conducted with relatively small cohorts (±70) and in an interventionist way (in laboratory settings or with researchers directly intervening in educational contexts). The current study…
Descriptors: Foreign Countries, Preschool Children, Pattern Recognition, Mathematics Education
Teng, Chien-Kuo; Chuang, Ming-Chuen; Hsu, Chun-Cheng – Universal Journal of Educational Research, 2015
With the current popularity and widespread use of high-tech and telecommunication products, digital information with varied forms of software, hardware, and multimedia was engaged in designs for entertainment and daily life; its related products are sweeping the globe. On the other hand, the rapid development of 3D printing technology further…
Descriptors: Foreign Countries, Design, Laboratories, Play
Martinez, Cristobal M.; Ingram-Goble, Adam; Twist, Kade L.; Chacon, Raven – Educational Technology, 2016
This article reviews the design and implementation of a game as an instrument for dialogue, both as a social tool and a shared interface for music performance. Beyond describing the design of "Game Remains," the article shares the details of an impact story of how an installation in Guelph's Musagetes Boarding House Arts in Canada has…
Descriptors: Play, Educational Games, Computer Games, Educational Technology
Daviault, Christine – Bulletin of Science, Technology & Society, 2012
There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…
Descriptors: Psychological Patterns, Video Games, Hypermedia, Games
Schacter, John; Shih, Jeff; Allen, Charles M.; DeVaul, Lina; Adkins, Amy B.; Ito, Taro; Jo, Booil – Early Education and Development, 2016
Research Findings: Effective preschool mathematics instruction is especially important for low-income children. Previous research demonstrates that low-income children enter kindergarten behind their middle-income peers. They receive less mathematics support at home and from public preschools. The aim of this study was to test Math Shelf, a tablet…
Descriptors: Mathematics Instruction, Preschool Education, Low Income Groups, At Risk Students
Christensen, Claire; Hoisington, Cindy; Vahey, Phil; Hupert, Naomi; Pasnik, Shelley – Education Development Center, Inc., 2019
Education Development Center, Inc. (EDC) and SRI International conducted an independent study of the Public Broadcasting Service (PBS) KIDS "Play & Learn Science" app, which includes in-app and direct hands-on science explorations for children ages 3 to 6 and their parents. This study explored the impact of the PBS KIDS "Play…
Descriptors: Play, Hands on Science, Inquiry, Young Children
Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
Milne, Catherine – Cultural Studies of Science Education, 2012
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore the challenges and affordances of digital games for learning science. Associated forum papers challenge the authors and us to critically examine our own…
Descriptors: Educational Games, Research Methodology, Play, Global Approach
Peterson, Mark – ReCALL, 2012
This exploratory study investigates the linguistic and social interaction of four intermediate EFL learners during game play in a massively multiplayer online role playing game (MMORPG). Twelve illustrative episodes drawn from the participants' text chat, collected in four 70-minute sessions held over a one-month period, are analyzed from a…
Descriptors: English (Second Language), Second Language Learning, Computer Games, Role Playing
Pasnik, Shelley; Llorente, Carlin – Education Development Center, Inc., 2012
Educators are well aware that in order to positively impact children's learning, media and technology must be integrated into the teaching and learning activities of instructional environments. In order to be a powerful catalyst for learning, media and technology resources must complement the learning goals, the instructional practices, and the…
Descriptors: Public Television, Educational Television, Educational Technology, Technology Uses in Education
Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses
Jong, Morris S. Y.; Shang, Junjie; Lee, Fong-Lok; Lee, Jimmy H. M. – International Journal of Distance Education Technologies, 2008
Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based…
Descriptors: Computer Games, Educational Games, Constructivism (Learning), Electronic Learning
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
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