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Eng How Lim; Sompatu Vungthong; Wannapa Trakulkasemsuk – LEARN Journal: Language Education and Acquisition Research Network, 2024
With the advent of online gaming becoming such an inherent part of popular culture, the issue of toxicity, particularly in online competitive games, has never been more relevant. In the /all chat, however, where communication between players of opposing teams is expected to be hostile, there have been debates in community forums about whether that…
Descriptors: Synchronous Communication, Negative Attitudes, Video Games, Computers
Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
Altinpulluk, Hakan; Demirbag, Irem; Ertan, Sehla; Yildirim, Yusuf; Koçak, Ali; Yildiz, Turgay; Yildirim, Mustafa; Köse, Birsen Sezgi; Taylan, Gül Özer; Karagil, Selen Duygu; Aydin, Elif Helvaci; Güven, Kenan; Türktan, Onur; Tabak, Buse – Asian Journal of Distance Education, 2021
The aim of this study is to examine the open access theses in the Social Sciences group with virtual reality in the title of the review results made in the Council of Higher Education Thesis Center, through systematic review and content analysis method. It is thought that this study will narrow the wide scope of the notion of virtual reality and…
Descriptors: Graduate Students, Computer Simulation, Distance Education, Foreign Countries
Kulju, Pirjo; Mäkinen, Marita – Journal of Early Childhood Literacy, 2021
This study explored what kinds of phonological strategies are used by children and how they scaffold each other while they solve tasks in a digital literacy game. The theoretical basis of this study lies in Vygotsky's thoughts on the role of social interaction in learning and in the concept of peer scaffolding. The data included eight videotaped…
Descriptors: Foreign Countries, Phonology, Peer Teaching, Video Technology
Simsek, Bilal; Direkci, Bekir – International Journal of Instruction, 2019
This study examines the relationship between online games and Turkish vocabulary acquisition. It adopted the sequential explanatory design of the mixed methods research. The quantitative data were collected through cluster sampling technique from 225 students studying in two secondary schools. The qualitative data were collected through the…
Descriptors: Computer Games, Turkish, Correlation, Vocabulary Development
Tatli, Zeynep – Contemporary Educational Technology, 2018
The purpose of this study is to determine types of games that middle school students play in their daily lives and analyze the effects of various variables such as gender, available technology, grade in school and parents' education levels on their game preferences. The sample consisted of a total of 464 grade 5-8 students (212 girls and 252…
Descriptors: Middle School Students, Preferences, Student Attitudes, Computer Games
Šoryte, Dovile; Pakalniškiene, Vilmante – International Research in Geographical and Environmental Education, 2019
Though the significance of involving children in environmental sustainability efforts is widely acknowledged, we still lack evidence on what they think of environmental issues and about the protection of nature. The aim of the paper is to systematically describe the reasons that children give for protecting the environment. Thirty-three children…
Descriptors: Conservation (Environment), Sustainability, Elementary School Students, Student Attitudes
Purdon, Anne – Education 3-13, 2018
This study aims to consider children's perspectives about free time activity choices. Through the use of drawings, favourite free time activities of third culture kids in Albania are compared with those of children in the UK. The sample comprises four boys and three girls from four to eight years from each country. Further conversations reveal…
Descriptors: Comparative Analysis, Foreign Countries, Parents, Child Caregivers
Dincer, Ali; Dariyemez, Tevfik – IAFOR Journal of Education, 2020
Although English is the de facto language of communication across nations in today's world, a limited number of foreign language learners are able to communicate well in English and perceive themselves as competent speakers. Investigating traits of proficient speakers of English and understanding the reasons behind their speaking skills can guide…
Descriptors: Language Proficiency, Second Language Learning, Second Language Instruction, English (Second Language)
Stiller, Anja; Schwendemann, Hanna; Bleckmann, Paula; Bitzer, Eva-Maria; Mößle, Thomas – Health Education, 2018
Purpose: The purpose of this paper is twofold: first, to introduce MEDIA PROTECT, a multi-modal intervention for parents and teachers with six components preventing problematic, and in the long run addictive, use of screen media by children; second, to present results of a formative evaluation of the teacher training, an important component of the…
Descriptors: Teacher Role, Formative Evaluation, Faculty Development, Training
Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)
Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
Patterson, Jennifer – Research-publishing.net, 2013
This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher…
Descriptors: Violence, Masculinity, Video Games, Content Analysis
Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
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