NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
What Works Clearinghouse Rating
Showing 1 to 15 of 21 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Merve Nur Durmus; Mustafa Metin; Neslihan Durmus – International Journal of Education in Mathematics, Science and Technology, 2025
This research was carried out to determine the opinions of science teacher candidates about digital game addiction. For this reason, the phenomenology method which one of the qualitative research methods, was used. The sample of this study consists of 5 science teacher candidates studying at different universities in the 2022-2023 academic year.…
Descriptors: Preservice Teachers, Science Teachers, Student Attitudes, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Guangxiang Liu; Yue Zhang; Rui Zhang – Journal of Multilingual and Multicultural Development, 2024
Focusing on how a world of possibilities is opened up by language learners themselves, imagination has been regarded as an elusive but indispensable element in second language (L2) education. Drawing on notions of international posture (Yashima 2002), Ideal L2 Self (Dörnyei 2009), and imagined communities (Norton 2001), we theorised imagination…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Self Concept
Peer reviewed Peer reviewed
Direct linkDirect link
Leith, Murray; Boyle, Liz; Sim, Duncan; van der Zwet, Arno; Scott, Graham; Jimoyiannis, Athanassios; Jandric, Petar; Hauge, Jannicke Baalsrud; Sultana Tany, Nadera; Hummel, Hans – Open Review of Educational Research, 2019
This article focuses on the early stages of an international project on gamifying national identity. It examines the production of the content required for developing a sophisticated and engaging approach to pedagogical innovation in education, through game-based learning. This will encourage individuals to think about both European and national…
Descriptors: Educational Games, Foreign Countries, Self Concept, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Wernholm, Marina – Designs for Learning, 2021
The aim of this study is to investigate children's out-of-school learning in digital gaming communities. This was achieved by exploring girls' participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze…
Descriptors: Informal Education, Computer Games, Females, Video Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Sim, Duncan; Boyle, Elizabeth; Leith, Murray Stewart; Williams, Alan; Jimoyiannis, Athanassios; Tsiotakis, Panagiotis – Journal of Geography in Higher Education, 2021
This paper explores the contribution to geography teaching which can be made by serious games. We describe the ways in which gaming has progressed from "dissected maps" and jigsaws through board games, to the range of online games which are available today. We describe the development, in conjunction with European partner institutions,…
Descriptors: Geography, Instruction, Teaching Methods, Educational Games
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Bu, Qingyun – Science Insights Education Frontiers, 2022
Juvenile delinquency is one of the most complex social issues confronting both developing and developed nations in today's rapidly changing world. In China, adolescent criminality is likewise increasing at an alarming rate. In this study, we examined the status quo of juvenile delinquency in China, elucidated the reasons for adolescent crime from…
Descriptors: Delinquency, Delinquency Prevention, Etiology, Adolescents
Peer reviewed Peer reviewed
Direct linkDirect link
Schneider, Joachim; Schaal, Steffen – Environmental Education Research, 2018
Geogames are complex location-based games for smartphones and they are part of a critical discussion within the community of environmental education. The aim of the study is to asses if smartphone games are suitable to foster connectedness to nature and if there are differences between a complex Geogame and a less-demanding treasure hunt. For this…
Descriptors: Telecommunications, Handheld Devices, Environmental Education, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Ju Seong; Xie, Qin – Innovation in Language Learning and Teaching, 2023
Purpose: This study (1) used a person-centered approach to identify specific subgroups of 1,265 EFL learners who participated in Informal Digital Learning of English (IDLE) activities, and (2) looked at how different IDLE profiles are related to important affective variables. Design/Methodology: To identify IDLE profiles, we used cluster analysis.…
Descriptors: Affective Behavior, Second Language Learning, Second Language Instruction, English (Second Language)
Peer reviewed Peer reviewed
Direct linkDirect link
Bäck, Emma A.; Bäck, Hanna; Altermark, Niklas; Knapton, Holly – International Journal of Developmental Science, 2018
It is a human fundamental to desire to be valued, loved and respected--to be significant. Social exclusion induce significance loss which elicits a 'quest for significance'--the search for opportunities to re-gain significance. The present article establishes this relation in a laboratory experiment (N = 71, mean age = 28, SD = 10.42, 65% women,…
Descriptors: Social Isolation, Laboratory Experiments, Attitude Change, Rejection (Psychology)
Peer reviewed Peer reviewed
Direct linkDirect link
Koroleva, D. O.; Kochervey, A. I.; Nasonova, K. M.; Shibeko, Yu. V. – Russian Education & Society, 2016
The gaming culture of modern childhood takes place not only in real space, but in a virtual one too. These two components (two planes of development) are often viewed in isolation from one another. This study investigates the completely new phenomenon of augmented reality gaming through the lens of "Pokemon Go," and it describes how the…
Descriptors: Computer Games, Popular Culture, Cross Cultural Studies, Computer Oriented Programs
Peer reviewed Peer reviewed
Direct linkDirect link
Olasina, Gbolahan – British Journal of Educational Technology, 2016
The current research is conducted in the context of Second Life (SL) users in Scottsville, Pietermaritzburg, KwaZulu-Natal, South Africa. The research uses the Symbolic Interactionism Theory (SIT), a social science based theory as theoretical framework to underpin it and help inform the research. The overriding purpose is to analyze evidence of…
Descriptors: Cooperative Learning, Computer Assisted Instruction, Teaching Methods, Social Theories
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Moawad, Ruba Abdel Matloub – International Education Studies, 2017
Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…
Descriptors: Computer Games, Educational Games, Handheld Devices, Young Children
Peer reviewed Peer reviewed
Direct linkDirect link
Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Woods, Will – Learning, Media and Technology, 2012
In the last few years, digital games have become increasingly popular with both "hardcore" and "casual" audiences. At the same time, it has been argued that games can be powerful learning environments, since they are seen to encourage active and critical learning through participation in affinity groups and semiotic domains but…
Descriptors: Foreign Countries, Computer Games, Questionnaires, Informal Education
Peer reviewed Peer reviewed
Direct linkDirect link
Grabowski, Dan – Health Education Journal, 2013
Objective: To analyse the interrelated processes of identity, participation and knowledge in the context of the health educational Lifecalculator computer game. The analysis focuses on if and how this school-based health promotion initiative communicated relevant health knowledge to adolescents. Further development of the concept of health…
Descriptors: Health Promotion, Foreign Countries, Public Schools, Computer Games
Previous Page | Next Page »
Pages: 1  |  2