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Shoda, Vera Paola – E-Learning and Digital Media, 2022
Let's Play (LP) is the term used to describe the videos of people providing commentary as they play video games that follow either live streaming or pre-edited format uploaded in online video sharing platforms. Previous studies on LP have shown its possible use in literary practice and pedagogical potential. This paper goes deeper into the…
Descriptors: Video Games, Electronic Learning, Teaching Methods, Video Technology
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Karadakis, Kostas – Sport Management Education Journal, 2022
Feedback and lessons learned from personal reflection journals submitted by students in an Introduction to Esport course. Students were responsible for marketing, creating content, problem solving (troubleshooting), and streaming a minimum of 30 minutes for an esport game title of their choice. Students were then asked to submit a link and…
Descriptors: Video Technology, Video Games, Student Attitudes, Experiential Learning
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Burhan Mahmoud Hamadneh; Mamoun Mohammed AL-Azzam; Turki Mahdi Alqarni; Abdulaziz Derwesh Almalki – International Journal of Education in Mathematics, Science and Technology, 2024
The study aimed to reveal the degree of special education teachers' employment of electronic educational games in teaching the disabled. It also showed statistical differences according to the variables of gender, academic qualification, and years of experience. To achieve the objectives of the study, the descriptive survey method was used. The…
Descriptors: Special Education Teachers, Video Games, Students with Disabilities, Teaching Methods
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Yun Luo; Chen Ye; Yunxin Zhao; Hui Zhang – Psychology in the Schools, 2024
Researchers have found that violent online game addiction has become a serious global problem that negatively affects younger people. This study used a cross-sectional research design to examine the effects of violent online game contact on individuals' academic procrastination. We further explored the mediating role of emotional self-regulation…
Descriptors: Motivation, Time Management, Video Games, Violence
Stephanie Jeanelle Kinzinger – ProQuest LLC, 2024
This dissertation examines the possibilities and anxieties that attend a notion haunting Western thought since at least Kant--that reality itself is a revisable construct, a kind of collective game with social and physical rules that simultaneously delimit and solicit radical interactivity. Investigating experiments in the gamification of reality…
Descriptors: Philosophy, Phenomenology, Experience, Games
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Jeewon Kim; Jiyoon Kang; Michael Glassman; Min Ju Kang – European Journal of Developmental Psychology, 2024
Screens have become increasingly prevalent in children's lives. This study examined the longitudinal association between screen time and aggressive behaviour by investigating the mediating and moderating roles of language ability and parenting stress, respectively. The analysed data consisted of 1,319 children, aged 5 to 15, from the Fragile…
Descriptors: Longitudinal Studies, Children, Adolescents, Child Behavior
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Laura Scholes; Luke Rowe; Kathy A. Mills; Amanda Gutierrez; Elizabeth Pink – Learning, Media and Technology, 2024
Engagement with video games can potentially advance student digital competence however, there is a digital skills gap by the time young people progress into adolescence. This current research explores how elementary school students' digital self-efficacy might relate to experiences in video game environments to influence perceptions of digital…
Descriptors: Video Games, Technological Literacy, Elementary School Students, Self Efficacy
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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
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Valentine, Keri Duncan; Jensen, Lucas John – Educational Technology Research and Development, 2021
This phenomenological study opens up the embodied nature of play, adding to the field's understanding of embodiment as it manifests in a non-standardized (outside formal education) realm of human experience. The location-aware, augmented reality mobile game, "Pokémon Go," provided a viable context to consider the ways the game/device,…
Descriptors: Handheld Devices, Video Games, Play, Physical Activities
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Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
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Olcan Aslan; Irem Topuz; Jale Eldeleklioglu – Educational and Developmental Psychologist, 2025
Objective: The aim of this study is to investigate the mediating role of digital game addiction in the relationship between school belonging and psychological resilience of adolescents in middle school. Considering school belonging together with digital game addiction may help to better understand the risk and protective factors of psychological…
Descriptors: Addictive Behavior, Psychological Patterns, Correlation, Student School Relationship
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Melissa H. Black; Abi Lilford; Vy Nguyen; Erin Walker; Haw Huei Wee; Olov Falkmer; Sarah McGarry – Autism: The International Journal of Research and Practice, 2025
Using games as part of the intervention and support process (sometimes referred to as 'gaming therapy') is an increasingly popular method of supporting autistic youth to develop social competencies and other skills because they are believed to be inherently motivating and fun for youth. Some emerging research has indicated that intervention…
Descriptors: Intervention, Autism Spectrum Disorders, Interpersonal Competence, Game Based Learning
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Louise M. Yoho – Journal of Special Education Apprenticeship, 2025
Video games have become a mainstream form of entertainment that are played regularly by many around the world, including a large number of youth with disabilities (YwD). Video games' popular presence in our society has created exciting new opportunities for student learning that educators who work with YwD can leverage for both skill acquisition…
Descriptors: Video Games, Play, Community, Disabilities
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Boris Vazquez-Calvo; Steven L. Thorne – Journal of Language, Identity, and Education, 2025
For fans of popular cultural products, digitization has meant the configuration of affinity spaces online and opportunities for learning in the "digital wilds," including incidental language learning and identity development. Through online multiparty written interaction, we explored how 15 Catalan-speaking gamers organized themselves to…
Descriptors: Foreign Countries, Video Games, Translation, Romance Languages
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Huertas-Abril, Cristina A.; Muszynska, Barbara – ReCALL, 2023
This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, "Her Story," and produce a piece of creative writing, which was a…
Descriptors: Video Games, English (Second Language), Second Language Learning, Creative Writing
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