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Yilmaz, Eyüp; Griffiths, Mark D. – Education and Information Technologies, 2023
Playing games can be one of the most important activities for children to improve their social problem-solving (SPS) skills. Studies that have examined the empirical evidence of playing games concerning children's SPS skills have tended to focus on the function of a single game. Therefore, an overview study is needed to generalize the data by the…
Descriptors: Children, Interpersonal Competence, Problem Solving, Video Games
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Karis Jones; Gemma Cooper-Novack – Journal of Adolescent & Adult Literacy, 2025
Textual consumption in digital spaces has come under scrutiny by educators who worry about youth's surface-level comprehension of such texts as well as the polarizing nature of online discourse. This paper synthesizes affective concepts of critical witness and glimmers of care to explore two cases in which adolescent writers in digital OST…
Descriptors: Adolescents, Writing (Composition), Information Technology, Cartoons
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Mohamed M. Ghoneim Sywelem; Sarah Bader Alotaibi – Education and Information Technologies, 2025
This quantitative study explores parental awareness of gaming addiction risks and their perceptions of coping strategies among middle school students in Jazan region, Saudi Arabia. Data were collected from 245 parents using a validated questionnaire designed to assess perceptions of three primary risks associated with gaming addiction: health,…
Descriptors: Video Games, Addictive Behavior, Student Evaluation, Middle School Students
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Camila Aparecida Errerias Fernandes Cardinali; Yandara Akamine Martins; Rodrigo Pereira Prates; Emmanuel Veríssimo de Araújo; Felipe Jose Costa Viana; Maria Eleticia de Sousa; Eduardo da Cunha Bombardi; Marcus Vinicius Chrysostomo Baldo; Maria Tereza Nunes – Advances in Physiology Education, 2025
Games and analogies can significantly enrich the learning experience when integrated with traditional expository teaching methods. With this aim, we developed "The Mystery of the Cell Kingdom," an online game designed to enhance understanding of the physiology of thyroid hormones through a medieval analogy. In the game, students are…
Descriptors: Game Based Learning, Physiology, Metabolism, Educational Games
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Enrico Gandolfi; Richard E. Ferdig; Jiahui Wang; Grace Morris; Amy Copus; Sk Rezwan Shihab – Education and Information Technologies, 2024
Research has provided evidence that online gaming can both positively and negatively impact players' physical and mental health. However, few research studies have examined how game addiction, game community, and vitality felt while playing can inform well-being. This study addressed this gap by focusing on game players' vitality, a construct that…
Descriptors: Internet, Computer Games, Well Being, Addictive Behavior
David Shimokawa – ProQuest LLC, 2024
In an increasingly competitive higher education marketplace, institutions are seeking innovative strategies to grow or maintain their existing student populations. As student interests shift over time, institutions must stay informed of the rise and decline of various sporting activities and the impact those activities have on the student body. As…
Descriptors: Video Games, College Students, Student Participation, Student Experience
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Diane Brothers Cook; Valerie Havill – Journal on Excellence in College Teaching, 2024
A sample of 116 university students enrolled in developmental psychology courses participated in a study examining whether playing interactive video games with older adults would reduce students' misconceptions and negative stereotypes about older adults and increase their willingness to interact with older adults in the future. A service-learning…
Descriptors: College Students, Developmental Psychology, Intergenerational Programs, Stereotypes
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Yitong Chen; Zerong Xie; Dickson K. W. Chiu – Education and Information Technologies, 2024
This research studies the motivational factors used in educational video games through the lens of 6 C's learning motivation model with text mining of the players' reviews and comments. This research seeks to offer insight for game producers and educational institutions to investigate the effectiveness of these motivators for increasing player…
Descriptors: Educational Games, Video Games, Motivation Techniques, Technology Uses in Education
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Jacob C. Davis; Lauren G. Killen; J. Matt Green; Hunter S. Waldman; Lee G. Renfroe – Journal of American College Health, 2024
Objective: This review evaluates current literature on intensity selection, perceptual responses, activity enjoyment and adherence rates of exergaming. Methods: The literature search identified manuscripts that investigated exercise intensity, perceptual responses, or exercise adherence of exergaming in young adults. Results: Based on results of…
Descriptors: Physical Activities, Exercise, Young Adults, Video Games
William Alan Fisackerly – ProQuest LLC, 2024
The budding esports scene has drawn attention from higher education institutions in North America, who are growing community, competitive, and pedagogical esports initiatives. Varsity Esports Programs (VEPs) have proliferated since Robert Morris launched the first varsity program in 2014, with over 12,800 players from 650 institutions competing in…
Descriptors: Video Games, College Athletics, Administrators, Administrator Attitudes
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Antar, Rafi – E-Learning and Digital Media, 2023
The following article is a thorough literature review, discussing the impact of media technology on brain development in the context of magical thinking. This systematic literature review discusses the impact of video gaming on magical thinking in early childhood. The purpose of this paper is to shed light on how media technology, especially video…
Descriptors: Video Games, Cognitive Processes, Fantasy, Young Children
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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Jiani Tong; Sitthisak Champadaeng – International Journal of Education and Literacy Studies, 2025
In this case study a digital game "Fantasy Ice Frolicking" was developed to evaluate the application of digital technology in the transmission of cultural heritage. This study adopted multiple qualitative research methods. Data were collected and analyzed through literature analysis, field research, interviews, observations, and user…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Cultural Maintenance
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Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
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