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Koraya Techawongstien – Qualitative Research Journal, 2024
Purpose: The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles translated/localized into the Thai locale. Some Thai video game enthusiasts have taken on the role of unofficial translators/localizers, contributing to a…
Descriptors: Research Methodology, Data Collection, Video Games, Second Languages
Feng, Siwen – Science Insights Education Frontiers, 2022
Smart phones have permeated every part of people's lives in the mobile internet era and are virtually taken for granted on a daily basis. Chinese primary school students are facing a serious problem with mobile gaming addiction as a result of their easy access to cell phones. The excessive usage of mobile games has negative impacts on children's…
Descriptors: Video Games, Handheld Devices, Foreign Countries, Addictive Behavior
Engaging Children from Under-Represented Groups with STEM Using "Minecraft" to Link with the UN SDGs
Hobbs, Laura; Behenna, Sarah – Primary Science, 2023
This article discusses how the authors' 'Science Hunters' suite of projects uses the computer game Minecraft to engage children, particularly those from underrepresented groups, with STEM. Delivered by environmental scientists, Science Hunters projects link to the United Nations' Sustainable Development Goals (SDGs) through offering inclusive…
Descriptors: Learner Engagement, Disproportionate Representation, STEM Education, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Mangiron, Carme – Interpreter and Translator Trainer, 2021
Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in…
Descriptors: Translation, Teaching Methods, Curriculum Design, Video Games
Nease, Jake; Adams, Thomas A., II – Chemical Engineering Education, 2019
BLACKOUT! is a turn-based video game that introduces undergraduate and high school students to the types of power generation available in most electricity markets. The workshop portion of BLACKOUT! introduces students to the advantages and disadvantages of power generation by coal, natural gas, nuclear, wind and solar. The students then take the…
Descriptors: Experiential Learning, Video Games, Workshops, Power Technology
Jennifer Melissa García-Dávila; Wulfrano Arturo Luna-Ramírez – International Association for Development of the Information Society, 2022
Mexico is a country where seismic events occur in a daily basis. Since 1990, the national seismological service has reported various earthquakes, in some cases they usually imperceptible, it doesn't ensure that the population cannot be injured, there for, it is important to keep the entire population informed and prepared in the event of an…
Descriptors: Video Games, Natural Disasters, Teaching Methods, Masters Programs
Australian Government Tertiary Education Quality and Standards Agency, 2022
Work produced during a course of study in the creative arts may differ from assessment in other disciplines in the following ways: (1) it is non-text-based: work may consist of a performance, video recording, digital or interactive work, music composition, audio recording, or physical artefact; and (2) it is creative: works demonstrate individual…
Descriptors: Integrity, Creative Activities, Art Education, Video Technology
Malmstrom, Marianne – set: Research Information for Teachers, 2018
Digital games are responsible for turning my pedagogical practice on its head and landing me in New Zealand. My journey down the digital games "rabbit hole" started in 2007. Not having a map to follow ended up being revolutionary as I learnt to follow the learning. I describe four important lessons I have learnt through working with…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Computer Simulation
Olejniczak, Karol; Newcomer, Kathryn E.; Meijer, Sebastiaan A. – American Journal of Evaluation, 2020
Evaluation professionals need to be nimble and innovative in their approaches in order to be relevant and provide useful evidence to decision-makers, stakeholders, and society in the crowded public policy landscape. In this article, we offer serious games as a method that can be employed by evaluators to address three persisting challenges in…
Descriptors: Evaluation Methods, Stakeholders, Participation, Evaluation Utilization
Sánchez, María José Naranjo; Garcia, Mª Mercedes Rico; Santamaría, Héctor Sánchez; Serrat, Jesús Salguero – International Association for Development of the Information Society, 2019
With the recent emergence of the interactive TV, the iTV starts to gain ground as a learning social media forgotten in the last decades due to previously existing applications (smart phones, tablets, laptops) that surpassed it. The TV has always been used as a means of transmission and family conciliatory, but, at the same time, the necessary…
Descriptors: Second Language Learning, Second Language Instruction, Interactive Video, Social Media
Alastair Henry; Cecilia Thorsen – Technology in Language Teaching & Learning, 2019
This article focuses on student engagement, and the use of digital games in language classrooms. Contributing to the mapping of student engagement across SLA (Dörnyei, 2019a), and in line with the need to use established theories to develop insights into engagement in contexts of digital gaming, a case is made for the concept of immersion (Brown…
Descriptors: Learner Engagement, Video Games, Technology Uses in Education, Second Language Learning
Southgate, Erica; Budd, Janene; Smith, Shamus – Australian Journal of Teacher Education, 2017
Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Pløhn, Trygve; Louchart, Sandy; Aalberg, Trond – Electronic Journal of e-Learning, 2015
Pervasive gaming is a reality-based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players' everyday life. In recent years much research has been done on pervasive gaming and its potential applications towards specific domains. Pervasive games have been effective with regards to…
Descriptors: Story Telling, Foreign Countries, Video Games, Computer Software
Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology