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Showing 1 to 15 of 24 results Save | Export
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Canabrava, Karina L. R.; Faria, Fernanda R.; de Lima, Jorge R. P.; Guedes, Dartagnan P.; Amorim, Paulo R. S. – Research Quarterly for Exercise and Sport, 2018
Purpose: This study aimed to compare the energy expenditure and intensity of active video games to that of treadmill walking in children and adolescents. Method: Seventy-two boys and girls (aged 8-13 years) were recruited from local public schools. Energy expenditure and heart rate were measured during rest, during 3-km/hr, 4-km/hr, and 5-km/hr…
Descriptors: Children, Early Adolescents, Energy, Physical Activity Level
Ekinci, Nurullah Emir; Yalçin, Ilimdar; Özer, Ömer; Kara, Tayfun – Online Submission, 2017
This study aimed to investigate digital game addiction level of the high school students according to sports participation, gender, place of accommodation and level of income. Randomly chosen 931 high school students (508, %54,6 female and 423, %45,4 male) from several villages, districts and Kutahya city center (a town in the west part of Turkey…
Descriptors: Addictive Behavior, High School Students, Video Games, Foreign Countries
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Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
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Mavridis, Apostolos; Katmada, Aikaterini; Tsiatsos, Thrasyvoulos – Educational Technology Research and Development, 2017
This study examined the effects of using an online flexible educational game on students' attitude towards mathematics as compared to the traditional method of solving mathematical problems. Moreover, the study assessed the learning effectiveness of the game and investigated potential gender differences in the game's effectiveness on changing…
Descriptors: Educational Games, Educational Technology, Student Attitudes, Mathematics Instruction
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Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Computer Games, Video Games
Pittman, Erin Maloney – ProQuest LLC, 2016
This quantitative study examined differences in engagement among male and female middle school students when using MinecraftEDU as an instructional tool. Fifty-seven seventh grade students completed an Experience Sampling Form after completing classroom assignments using MinecraftEDU on two occasions. This study examined whether males and females…
Descriptors: Middle School Students, Statistical Analysis, Gender Differences, Educational Technology
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Salehi, Hadi – International Journal of Learning and Change, 2017
This study aims to investigate whether there is any benefit in using IVGs among the Iranian pre-intermediate EFL learners or not. Therefore, 60 EFL learners from Padideh Derakhshan Institute in Sahinshahr, Isfahan, Iran were chosen as the sample. First, a test of novelty was administered at the early stage to ensure the novelty of to-be-instructed…
Descriptors: Teaching Methods, Video Games, Second Language Learning, Second Language Instruction
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Kooiman, Brian J.; Sheehan, Dwayne P.; Wesolek, Michael; Reategui, Eliseo – International Journal of Distance Education Technologies, 2016
For many the thought of students taking an online course conjures up images of students sitting at a computer desk. Students taking online physical education (OLPE) at home may lack opportunities for competitive or cooperative physical activity that are available to students in a traditional setting. Active video games (exergames) can be played…
Descriptors: Physical Education, Online Courses, Physical Activity Level, Video Games
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Reese, Debbie Denise – British Journal of Educational Technology, 2015
The "Selene: A Lunar Construction GaME" instructional video game is a robust research environment (institutional review board approved) for investigating learning, affect, and the CyGaMEs Metaphorics approach to instructional video game design, embedded assessment, and informatics analysis and reporting. CyGaMEs applies analogical…
Descriptors: Video Games, Educational Technology, Research, Design
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Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
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Zhu, Wen; Liu, Zhixin – English Language Teaching, 2017
In non literature major dominated university, it is obviously noted that girl students' English (as the second language) presentation scores often higher than boy students in the same teaching environment and evaluation system. A 397 samples' survey has been studied from the aspects of after school activities and sleep schedule to discuss if any…
Descriptors: Females, Engineering Education, Gender Differences, Foreign Countries
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Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
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Marín, Veronica; López, Magdalena; Maldonado, Guadalupe – Digital Education Review, 2015
Training through gamification is everyday a more evident reality in Primary Education classes. The teachers' view about this has been modified as it is shown in the study published by aDeSe in 2012. However, does it really have place in the students' curricular development in the primary education stage? For the sake of responding to this…
Descriptors: Educational Games, Video Games, Primary Education, Curriculum Development
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Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
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Lee, Lena; Tu, Xintian – Computers in the Schools, 2016
As digital media devices have been increasingly used in early childhood educational settings, this study examined whether the iPad with a Vygotskian social development approach--namely, More Knowledgeable Other--can be integrated into low-income preschool classrooms to improve science learning. An analysis of variance was used to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Social Development
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