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Prestridge, Sarah – Technology, Pedagogy and Education, 2017
Teachers' current uses of technologies still tend to replicate traditional and/ or administrative practices, with research indicating that the pedagogies required for the effective integration of educational technologies are not yet in evidence amongst the majority of teachers. In order to conceptualise what could be considered effective…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Case Studies
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Marcon, Nerissa; Faulkner, Julie – English in Australia, 2016
Digital games are positioned in literacy research as integral to contemporary youth culture and their potential as a learning resource continues to be explored in current literature. This paper examines the use of "Minecraft" as a pedagogical tool to motivate girls' literacy practices within the secondary English classroom. The data…
Descriptors: Foreign Countries, Computer Games, Teaching Methods, Learning Motivation
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Vasileiadou, Ioanna; Makrina, Zafiri – English Language Teaching, 2017
The purpose of this research was to investigate the effectiveness of computer games in learning English as a foreign language and the extent to which they increase motivation in young students. More particularly, this research investigated the validity of the hypothesis that computer games are a particularly motivating means for young students to…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
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Bytheway, Julie – CALICO Journal, 2015
Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…
Descriptors: Teaching Methods, Vocabulary Development, English (Second Language), Second Language Learning
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Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B. – Journal of the Learning Sciences, 2015
How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…
Descriptors: Educational Games, Physics, Science Instruction, Technology Uses in Education
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Salam, Abdus; Hossain, Anwar; Rahman, Shahidur – Malaysian Online Journal of Educational Technology, 2015
Games-based learning has captured the interest of educationists and industrialists who seek to reveal the characteristics of computer games as perceived by some to be a potentially effective approach for teaching and learning. Despite this interest in using games-based learning, there is a dearth of studies on the context of gaming and education…
Descriptors: Educational Games, Teaching Methods, Mathematics Instruction, Secondary School Mathematics
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White, Matthew M. – International Journal of Game-Based Learning, 2012
Contemporary digital games do little to help novice and disadvantaged players wanting to learn to play. The novice-expert divide is a significant barrierfor entry for disadvantaged groups who want to play digital games; this is especially true for women (Jenson, Fisher, & De Castell, 2011). In response to this problem, three new tutorial…
Descriptors: Design, Video Games, Computer Games, Barriers
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Asbell-Clarke, Jodi; Edwards, Teon; Rowe, Elizabeth; Larsen, Jamie; Sylvan, Elisabeth; Hewitt, Jim – International Journal of Game-Based Learning, 2012
This paper reports on research of a game designed for scientific inquiry in a new and publicly available massively-multiplayer online environment (MMO). Educators and game designers worked together to create a highly immersive environment, a compelling storyline, and research-grounded tools for scientific inquiry within the game. The designers…
Descriptors: Educational Games, Inquiry, Educational Technology, Technology Uses in Education
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Bate, Frank; MacNish, Jean; Males, Steven – Learning, Media and Technology, 2014
This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…
Descriptors: Educational Games, Teaching Methods, Single Sex Schools, Males
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers