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Chang-Kredl, Sandra; Mamlok, Dan; Venkatesh, Vivek – American Journal of Play, 2023
The authors explore children's symbolic play that involves themes of fear and darkness, and they investigate the nature of children's binary oppositions, particularly between self and other. Their account is based on a year-long qualitative study they conducted with seven children, four to ten years of age. They observed the children engage with…
Descriptors: Play, Fear, Young Children, Preadolescents
Raymond Kaimana Eran Estrella Jr. – ProQuest LLC, 2023
Video games, such as the popularized game Minecraft, have been used in a variety of educational settings and learning contexts. Though academic findings of video game usage are mixed, increases in learning competencies, skills and engagement were apparent. While faced with creating an alternative learning plan for teaching kaikua?ana and kaikaina…
Descriptors: Video Games, Game Based Learning, COVID-19, Pandemics
Hao, Kuang-Chung – Interactive Learning Environments, 2023
This study designed a digital teaching game named Kitties' Magic Journey (KMJ). The principle of leveraging in the course of natural technology and life was used as the teaching subject. The game combined design items included animation, narrative story, fun and usability, which integrated ARCS learning motivation theory. The experimental group…
Descriptors: Video Games, Game Based Learning, Student Motivation, Animation
Ismael E. Espinosa-Curiel; Carlos A. Garcia de Alba-Chavez – IEEE Transactions on Learning Technologies, 2024
Serious video games provide a immersive learning environment for agriculture by simulating real-life challenges scenarios. However, empirical evidence of their effectiveness is sparse. This scoping review follows PRISMA-ScR guidelines to summarize literature on serious video games for agricultural learning, highlighting research trends and…
Descriptors: Educational Games, Agricultural Education, Video Games, Content Analysis
Ángel Javier Tabullo; María Florencia Chiófalo; Alejandro Javier Wainselboim – Reading Psychology, 2024
The COVID-19 pandemic and its concomitant restriction measures drastically altered the routines and learning formats of students from all levels. In addition, it has been shown that pandemic-related stress negatively impacted their mental health and cognitive functioning. Undergraduates have been signaled out as one of the populations most…
Descriptors: Reading Comprehension, Undergraduate Students, COVID-19, Pandemics
Annette Sundqvist; Nikola Majerle; Mikael Heimann; Felix-Sebastian Koch – Journal of Early Childhood Research, 2024
A child's vocabulary ability may be influenced by many different factors in their home environment. The present study focused on supportive aspects in home environments and the relation to children's vocabulary size through an online study where 166 parents of children aged 47.63 months (range 33.7-59.9 months) responded. Children's home literacy…
Descriptors: Family Environment, Literacy, Information Technology, Vocabulary Development
Ashley Lear – Frontiers: The Interdisciplinary Journal of Study Abroad, 2024
This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional…
Descriptors: Gamification, Study Abroad, Foreign Countries, Video Games
Jelena Ilic; Mirjana Ivanovic; Aleksandra Klašnja-Milicevic – Journal of Baltic Science Education, 2024
STEM education, which includes science, technology, engineering and mathematics, has been expanding for the past two decades. This study aimed to map new trends and the possibility of implementing digital game-based learning (DGBL) in STEM education. For this purpose, a systematic literature review was conducted. The resulting sample was further…
Descriptors: Game Based Learning, STEM Education, Student Motivation, Video Games
Michael C. Melville; Chad Hershock; B. Reeja-Jayan – Advances in Engineering Education, 2024
Due to limited laboratory facilities and other constraints, many engineering students may not have the opportunity to engage with practical, hands-on learning experiences. Although some research suggests that game-based learning can provide students with these pedagogical benefits, much of that work does not directly assess the impact of such…
Descriptors: Video Games, Engineering Education, Visualization, Game Based Learning
Esteban Vázquez-Cano; Mercedes Quero-Gervilla; María-Pilar Quicios-García; Eloy López-Meneses – Journal of New Approaches in Educational Research, 2024
This research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes' connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex…
Descriptors: Elementary School Students, Middle School Students, Secondary School Students, Video Games
Kevin Hilliard; Xiaohong Yuan; Kelvin Bryant; Jinsheng Xu; Jinghua Zhang – Journal of Cybersecurity Education, Research and Practice, 2024
Gamification has proven to be effective in engaging and encouraging people to work towards and achieve goals. Many students struggle to focus on schoolwork, due to a lack of interest, lack of understanding, or other factors unique to the student. Applying gamification elements to education can help engage these students in learning their course…
Descriptors: Gamification, Mastery Learning, Computer Security, Computer Networks
Dixon, Daniel H.; Dixon, Tulay; Jordan, Eric – Language Learning & Technology, 2022
Studies on digital game-based language learning (DGBLL) have increased in numbers, creating a pool of studies that can be meta-analyzed to measure the overall effect of digital gaming on second language (L2) development. The current meta-analysis targets digital games that were available to the public at the time of data collection, January of…
Descriptors: Second Language Learning, Game Based Learning, Video Games, Meta Analysis
Herrera, Estibaliz; Alcalá, José A.; Tazumi, Toru; Buckley, Matthew G.; Prados, José; Urcelay, Gonzalo P. – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2022
Over the last 50 years, cue competition phenomena have shaped theoretical developments in animal and human learning. However, recent failures to observe competition effects in standard conditioning procedures, as well as the lengthy and ongoing debate surrounding cue competition in the spatial learning literature, have cast doubts on the…
Descriptors: Spatial Ability, Time, Cues, Learning Analytics
Cun, Aijuan – Bilingual Research Journal, 2022
This study explores the digital literacy practices and identities of two children with refugee backgrounds. The study draws upon theoretical perspectives on multiliteracies, digital literacy practices, and identities. The data sources included field notes taken during home visits, audio recordings of conversations, and artifacts made by the…
Descriptors: Digital Literacy, Refugees, Children, Video Games
Fan, Yue; Lane, H. Chad; Delialioglu, Ömer – Educational Technology & Society, 2022
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort to understand the extent to which an open-ended task influences subsequent problem-solving…
Descriptors: Creativity, Game Based Learning, Video Games, Problem Solving