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Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students
Khine, Myint Swe; Saleh, Issa M. – Journal of Educational Technology Systems, 2009
Computer games as new media culture have become increasing popular among young people. Today most children play a different genre of games at different times depending on their age, maturity, and opportunity. While some researchers advocate that similar to computer literacy and information literacy, game literacy will be one of the requirements…
Descriptors: Middle School Students, Males, Video Games, Foreign Countries

Boulton, Michael J. – Early Education and Development, 1992
Reports two studies of adolescent perceptions of playful and aggressive fighting. Results suggest that some bouts of playful fighting are used during adolescence to settle disputes about dominance and that aggression may be introduced into playful fighting to settle dominance disputes. (LB)
Descriptors: Adolescents, Aggression, Behavior Patterns, Conflict Resolution