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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. – Journal of Educational Computing Research, 2021
Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Sigurjónsdóttir, Sigríður; Nowenstein, Iris – Second Language Research, 2021
This article reviews prominent research on non-English-speaking children's extramural acquisition of English through digital media, and examines the understudied scenario of possible effects of such second language (L2) English input on domestically dominant but globally small first languages (L1s), with Icelandic as the test case. We outline the…
Descriptors: Indo European Languages, Foreign Countries, Children, Vocabulary
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Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Terry, Marion; Malik, Amjad; Anju, Sajeera – Online Submission, 2021
Due to concerns expressed by high school counsellors, Dr. Malik and Dr. Terry developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social relations,…
Descriptors: Foreign Countries, Academic Achievement, Grades (Scholastic), Video Games
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Metzger, Scott Alan; Paxton, Richard J. – Theory and Research in Social Education, 2016
This article offers a typological framework for analyzing how video games make use of historical elements, shaping the ways players engage with and think about the past. Phenomenologically induced labels are posited for identifying different deployments of and experiences with historical elements in video games, illustrated by examples drawn from…
Descriptors: Video Games, History Instruction, Phenomenology, Interaction
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Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
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Winter, Julia; Wentzel, Michael; Ahluwalia, Sonia – Journal of Chemical Education, 2016
The hallmark of game-based learning is that students discover concepts through trial and error as they play. With the digital landscape in higher education shifting to mobile-first, new tools for learning chemistry are both possible and needed. Interactive games for chemistry bring intuitive content directly to students through their devices. The…
Descriptors: Organic Chemistry, Science Instruction, Video Games, College Science
Zigo, Suzanne L. – ProQuest LLC, 2016
Digital game-based instruction is a relatively new phenomenon in the world of education. Teachers hold the key to unlock the world of DGBL within the classroom. Within the classroom a teacher is much like an artist with a blank canvas and typically artistic freedom is granted. What is taught, the curriculum, is generally mandated by local,…
Descriptors: Video Games, Technology Uses in Education, Educational Games, Teaching Methods
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Hicks, Drew; Liu, Zhongxiu; Eagle, Michael; Barnes, Tiffany – International Educational Data Mining Society, 2016
Level creation is a creative game-play exercise that resembles problem-posing, and has shown to be engaging and helpful for players to learn about the game's core mechanic. However, in user-authoring environments, users often create levels without considering the game's objective, or with entirely different objectives in mind, resulting in levels…
Descriptors: Affordances, Educational Games, Creative Activities, Video Games
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Schrier, Karen – Journal of Community Engagement and Higher Education, 2018
Video games are starting to be used to support civic learning and engagement. Moreover, games are being used to crowdsource solutions to real-world problems; however, few of these games address civic problems and engage adolescents and young adults. In this paper, I explore designing and using games for real-world civic problem-solving, as well as…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Citizenship Education
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Denham, André R. – Educational Technology Research and Development, 2018
The use of digital games as an instructional tool has garnered increasing attention in the education community. Empirical work supported by theory on the learning affordances of digital games allowed the game-based learning community to arrive at the consensus that digital games provide an excellent medium for the acquisition of skills and the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
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Nelson, James Byron; Fabiano, Andrew M.; Lamoureux, Jeffrey A. – Learning & Memory, 2018
Two experiments assessed the effects of extinguishing a conditioned cue on subsequent context conditioning. Each experiment used a different video-game method where sensors predicted attacking spaceships and participants responded to the sensor in a way that prepared them for the upcoming attack. In Experiment 1 extinction of a cue which signaled…
Descriptors: Learning Processes, Arousal Patterns, Attention, Context Effect
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Blignaut, Seugnet; Ravyse, Werner S. – Journal of Educational Multimedia and Hypermedia, 2018
The authors systematically searched the internet for information on African Digital Games (ADGs). They then applied a lens of serious games where they defined serious games created to have an impact on the target audience, which is beyond the pure entertainment aspect. They found a wide variety of ADGs and grouped them according to two broad main…
Descriptors: Foreign Countries, Video Games, Internet, Cultural Influences
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Martín Quintana, Juan Carlos; Alemán Falcón, Jesús; Calcines Piñero, María Ascensión; Izquierdo Clemente, Diana – Early Child Development and Care, 2018
Family leisure activities require both parental interaction and supervision. This research involved 488 parents of children between 3 and 8 years old from public schools of early childhood and primary education at Gran Canaria, one of the Eastern Canary Islands (Spain); the aim was to analyze the shared leisure in family and its connection with…
Descriptors: Leisure Time, Family Relationship, Young Children, Elementary School Students
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