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Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2022
Designing a video game design and development curriculum in higher education is a challenging task. Information about the needs of the respective industry certainly helps. In this paper, we have surveyed Estonian video game development companies to determine their current needs when it comes to knowledge areas, software tools, languages,…
Descriptors: Foreign Countries, Video Games, Higher Education, Industry
Jarrah, Adeeb M.; Almassri, Haneen; Johnson, Jason D.; Wardat, Yousef – EURASIA Journal of Mathematics, Science and Technology Education, 2022
The United Arab Emirates' vision of the 2021 National agenda aimed that its students rank among the best in the world in mathematics and the sciences. However, fractions remain a challenging topic for both teachers and students. The purpose of this study was to investigate the impact of using digital games-based learning (ABACUS) on students'…
Descriptors: Video Games, Game Based Learning, Mathematics Achievement, Fractions
Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
David Firth; Tyler Johnson; Shawn F. Clouse; Patricia Akello – Information Systems Education Journal, 2025
As smartphone ownership has steadily increased there has been a rise in individuals that display Problematic Smartphone Use (PSU). Through a comprehensive literature review of PSU it quickly became evident that research into PSU intervention strategies such as Cognitive Behavior Therapy (CBT) and Digital Detox are focused on "collectivist…
Descriptors: Computer Science Education, Social Media, Computer Software, Collectivism
de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
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
Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
Garmen, Pablo; Rodríguez, Celestino; García-Redondo, Patricia; San-Pedro-Veledo, Juan-Carlos – Comunicar: Media Education Research Journal, 2019
Howard Gardner revolutionized the concept of intelligence with his Multiple Intelligences Theory. His vision was widely supported by the educational community, which considers different forms of learning and accessing knowledge. Despite its impact, there is still a lack of development of tools that can easily, practically and reliably evaluate…
Descriptors: Multiple Intelligences, Computer Software, Video Games, Intervention
Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
Parry, Rebecca; Howard, Frances; Penfold, Louisa – Learning, Media and Technology, 2020
Traditionally media production with young people has been characterized by an aspiration to 'give voice' or 'empower youth', but this core value is under threat. Recently, the rationale for undertaking youth media production has shifted to focus on enabling young people to acquire digital and entrepreneurial skills that serve the needs of rapidly…
Descriptors: Entrepreneurship, Technological Literacy, Libraries, Program Descriptions
Hitchens, Michael; Tulloch, Rowan – Interactive Technology and Smart Education, 2018
Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Attitudes
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
Haider, Syed Imran; Ali, Muhammad – Pakistan Journal of Distance and Online Learning, 2019
The usage of various media methods in distance education shows its historical development path. It is said that AIOU has been using radio and television broadcasts, special textbooks and reading materials for distance education. To assess the level of technology usage and its role in AIOU model, Non-Random, Purposive Sampling, technique was used…
Descriptors: Barriers, Foreign Countries, Distance Education, Information Technology
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
Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games