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Rivero, Edward; Gutiérrez, Kris – Journal for the Study of Education and Development, 2022
In this article, we examine how a Latinx eight-year-old child's participation in an online gaming community supported his involvement in a way of learning termed Learning by Observing and Pitching In (LOPI). Specifically, we focus on how the way that the online gaming community was organized allowed the child to be incorporated to contribute to a…
Descriptors: Observation, Community Involvement, Video Games, Internet
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Abdullah Albalawi – Australian Journal of Applied Linguistics, 2024
This review paper explores the role of individual differences in second language vocabulary learning, focusing on three key factors: out-of-class exposure (e.g., viewing TV, playing video games and listening to songs), strategic vocabulary learning, and motivation. Individual differences significantly impact vocabulary learning, making it crucial…
Descriptors: Individual Differences, Metacognition, Vocabulary Development, Linguistic Input
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Christopher Cayari – International Journal of Education & the Arts, 2023
Playing video games is one of the most popular leisure activities across the world. Video game music (VGM) is a musical art form prevalent in popular culture, and there is potential to use it for the music education of students. Using informal music learning (Green, 2002) and online participatory culture (Jenkins, 1992/2013) theories as grounds…
Descriptors: Video Games, Video Technology, Music, Art
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Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
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Schrader, P. G.; McCreery, Michael – Educational Technology Research and Development, 2008
Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…
Descriptors: Internet, Video Games, Expertise, Skill Development
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Hayes, Elisabeth – Computers & Education, 2008
Computer and video gaming are often considered to be potential routes to the development of aptitude and interest in using other forms of information technology (IT). The purpose of this exploratory study was to determine the extent to which young people who play games engage in related IT practices, such as creating and sharing content or…
Descriptors: Information Technology, Access to Computers, Age Differences, Gender Differences