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Walkington, Candace; Chelule, Geoffrey; Woods, Dawn; Nathan, Mitchell J. – Grantee Submission, 2018
Gestures have been shown to play a key role in mathematical reasoning and be an indicator that mathematical reasoning is "embodied" -- inexorably linked to action, perception, and the physical body. Theories of extended cognition accentuate looking beyond the body and mind of an individual, thus here we examine how gestural embodied…
Descriptors: Nonverbal Communication, Mathematical Logic, Cognitive Processes, Geometry
Australian Government Tertiary Education Quality and Standards Agency, 2022
Work produced during a course of study in the creative arts may differ from assessment in other disciplines in the following ways: (1) it is non-text-based: work may consist of a performance, video recording, digital or interactive work, music composition, audio recording, or physical artefact; and (2) it is creative: works demonstrate individual…
Descriptors: Integrity, Creative Activities, Art Education, Video Technology
Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
Chacón-Cuberos, Ramón; Zurita-Ortega, Félix; Ubago-Jiménez, José Luis; González-Valero, Gabriel; Castro-Sánchez, Manuel – SAGE Open, 2019
This research study aims at contrasting a structural model of the associations between the alcohol consumption, tobacco dependence, and the problematic use of video games with motivational climate toward sport depending on the category of sports practiced in a sample of Physical Education university students. The sample consisted of 775 university…
Descriptors: Addictive Behavior, College Students, Drinking, Smoking
Czauderna, André; Guardiola, Emmanuel – Electronic Journal of e-Learning, 2019
The field of game design for educational content lacks a focus on methodologies that merge gameplay and learning. Existing methodologies typically fall short in three ways: they neglect the unfolding of gameplay through players' actions over a short period of time as a significant unit of analysis; they lack a common consideration of game and…
Descriptors: Educational Games, Instructional Design, Literacy, Refugees
Ekinci, Nurullah Emir; Yalcin, Ilimdar; Ayhan, Cihan – World Journal of Education, 2019
The aim of this study was to examine the loneliness levels of students at the middle school level and their digital game addictions in terms of various variables. The study group consisted of 404 volunteer students in 5th-8th grade in Kutahya, Turkey. As data collection tools, "Digital Game Addiction Scale", developed by Lemmens et al.…
Descriptors: Psychological Patterns, Middle School Students, Foreign Countries, Computer Games
Lesser, Andrew John – ProQuest LLC, 2019
Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for…
Descriptors: Video Games, Music Education, Technology Uses in Education, Game Based Learning
Baek, Joeun; Park, Hyekyeong – International Association for Development of the Information Society, 2019
The purpose of this study is to design a Minecraft game where players can learn a language by negotiating meanings and constructing knowledge together with other players. In order to achieve this purpose, related theories are explored and an instructional design theory was adopted to provide a background for a game building. After the game was…
Descriptors: Video Games, Educational Games, Instructional Design, Second Language Instruction
Nathan, Mitchell; Walkington, Candace; Swart, Michael – Grantee Submission, 2021
Findings synthesized across five empirical laboratory- and classroom-based studies of high school and college students engaged in geometric reasoning and proof production during single- and multi-session investigations (346 participants overall) are presented. The findings converge on several design principles for computer technologies to support…
Descriptors: Geometry, Mathematics Instruction, High School Students, Undergraduate Students
Gampell, Anthony; Gaillard, J. C.; Parsons, Meg; Le Dé, Loïc – Journal of Geography, 2020
Scholars, practitioners and educators propose video games as innovative teaching methods to engage geography students. A methodological framework, informed by constructivist learning theory, explored the ability of 'serious' disaster video games to foster student participation in learning within four New Zealand schools. The findings indicate the…
Descriptors: Educational Games, Video Games, Natural Disasters, Emergency Programs
Winskell, K.; Sabben, G.; Akelo, V.; Ondeng'e, K.; Odero, I.; Mudhune, V. – Health Education Research, 2020
Electronic games delivered via smartphones have the potential to become valuable tools in HIV prevention in high-prevalence and low-resource international settings. To ground theoretical elaboration around novel mHealth interventions in contextual realities, it is important to understand the mechanisms of their effects as perceived by local…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Buller, Ryan – portal: Libraries and the Academy, 2017
This paper will outline the process and discussions undertaken at the University of Denver's University Libraries to implement a lending service providing video game consoles. Faculty and staff at the University Libraries decided to pursue the new lending service, though not a traditional library offering, to support the needs of a video game…
Descriptors: College Libraries, Library Services, Video Games, Program Implementation
Gee, James Paul – Educational Technology, 2017
This article discusses video games as "attractors" to "affinity spaces." It argues that affinity spaces are key sites today where people teach and learn 21st Century skills. While affinity spaces are proliferating on the Internet as interest-and-passion-driven sites devoted to a common set of endeavors, they are not new, just…
Descriptors: Video Games, Informal Education, Educational Environment, Space Utilization

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