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Hatipoglu, Çiler; Gajek, Elzbieta; Miloshevska, Lina; Delibegovic Džanic, Nihada – Research-publishing.net, 2020
Online crowdsourcing sites/platforms have become popular in recent years. This study aims to uncover when, where, and how language learners in Turkey (TUR), Poland (POL), Macedonia (MAC), and Bosnia and Herzegovina (B&H) make use of the available crowdsourcing websites/games to learn foreign languages. To ensure parallelism among the data…
Descriptors: Electronic Publishing, Collaborative Writing, Foreign Countries, Second Language Learning
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Subrahmanyam, Kaveri; Renukarya, Bhavya – Educational Psychologist, 2015
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
Descriptors: Video Games, Computer Games, Teaching Methods, Influences
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
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Themistokleous, Sotiris; Avraamidou, Lucy – Educational Media International, 2016
In this review, we present an argument for the need to support young adult's civic engagement and we explore the role of online games in supporting such engagement. In doing so, in the first section of the paper, we offer a definition for civic education and citizenship alongside a discussion for the pedagogical frameworks that better support…
Descriptors: Computer Games, Young Adults, Role Perception, Citizen Participation
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Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida – Journal of Science Education and Technology, 2017
This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Informal Education
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Kampf, Ronit – Universal Journal of Educational Research, 2016
Two cross-national experimental studies examined the effects of PeaceMaker and Global Conflicts on knowledge acquisition and attitude change regarding the Israeli-Palestinian conflict. PeaceMaker and Global Conflicts are role-playing computerized simulations of this conflict. 248 undergraduate students from Turkey, Israel, Palestine and the US…
Descriptors: Conflict, Computer Simulation, Simulated Environment, Educational Technology
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