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Student Learning and Literacy Practices When Video Games Are Incorporated into a Secondary Classroom
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
Smith, Spencer; Chan, Samantha – Journal of Science Education and Technology, 2017
This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…
Descriptors: Video Games, Higher Education, Cooperative Learning, Engineering Education
Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
Hagge, Julia – Gifted Child Today, 2017
Digital technology offers new possibilities for children to play, express themselves, learn, and communicate. A recent development in online practice is a shift toward youth engaged in computer programming online communities. Programming is argued to be the new literacy of the millennium. In this article, I examine the use of Scratch, an online…
Descriptors: Programming, Technological Literacy, Early Adolescents, Academically Gifted
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
Swanier, Cheryl Anita Small – ProQuest LLC, 2015
We live in a digital age and technology is constantly changing, therefore the way people learn and perceive information is starting to change. Hence, virtual learning environments may be a new and innovative way to stimulate minds. In the book "Virtually There," Stephen Heppell explains, Learning is breaking out of the narrow boxes that…
Descriptors: Computer Simulation, Educational Environment, Video Games, Mathematics Achievement
Garneli, Varvara; Chorianopoulos, Konstantinos – Interactive Learning Environments, 2018
Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Gonzalez, J.; Pomares, H.; Damas, M.; Garcia-Sanchez,P.; Rodriguez-Alvarez, M.; Palomares, J. M. – IEEE Transactions on Education, 2013
As embedded systems are becoming prevalent in everyday life, many universities are incorporating embedded systems-related courses in their undergraduate curricula. However, it is not easy to motivate students in such courses since they conceive of embedded systems as bizarre computing elements, different from the personal computers with which they…
Descriptors: Video Games, Video Equipment, Programming, Undergraduate Students
Ewais, Ahmed; De Troyer, Olga – International Journal of Virtual and Personal Learning Environments, 2014
The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the…
Descriptors: Virtual Classrooms, Computer Simulation, Questionnaires, Electronic Learning
Bird, Elizabeth – School Library Journal, 2011
A proper picture book app lets a parent and child read, listen to, or explore a book in a fun and interactive manner. Typical options offered in these apps include turning off the sound (so that a parent or child can read on their own), changing from one language to another, and small interactive features, such as making the characters move. To…
Descriptors: Childrens Literature, Picture Books, Video Games, Reading Instruction
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Hol, Ana, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Bibliometrics
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the 14th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2017), 18-20 October 2017, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Student Journals, Diaries, Self Management
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