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Ibrahim, Karim Hesham Shaker – ProQuest LLC, 2016
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…
Descriptors: Semitic Languages, Second Language Learning, Management Development, Video Games
Basak, Chandramallika; Voss, Michelle W.; Erickson, Kirk I.; Boot, Walter R.; Kramer, Arthur F. – Brain and Cognition, 2011
Previous studies have found that differences in brain volume among older adults predict performance in laboratory tasks of executive control, memory, and motor learning. In the present study we asked whether regional differences in brain volume as assessed by the application of a voxel-based morphometry technique on high resolution MRI would also…
Descriptors: Video Games, Brain, Differences, Older Adults
Shih, Ching-Hsiang – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
This study evaluated whether two people with developmental disabilities would be able to actively perform simple physical activities by controlling their favorite environmental stimulation using Nintendo Wii Balance Boards with a newly developed standing location detection program (SLDP, i.e., a new software program turning a Nintendo Wii Balance…
Descriptors: Developmental Disabilities, Stimulation, Physical Activities, Video Games
The Importance of Future Kindergarten Teachers' Beliefs about the Usefulness of Games Based Learning
Manessis, Dionysios – International Journal of Game-Based Learning, 2014
This paper examines the importance of future kindergarten teachers' beliefs about the usefulness of Games Based Learning in Early Childhood Education. Data were collected by using questionnaires which were given to the participants at the end of an introductory level, Information and Communication Technologies course. The sample of this study was…
Descriptors: Preservice Teachers, Preschool Teachers, Kindergarten, Educational Games
Rincker, Meg; Misner, Susan – Computers in the Schools, 2017
School physical education teachers promote fitness by offering children a variety of aerobic activities. Our interdisciplinary team developed a cultural dance active video game (AVG) and tested whether the AVG was equivalent to traditional face-to-face instructor lessons or hybrid instruction at dance mastery, increasing heart rates, and student…
Descriptors: Video Games, Teaching Methods, Educational Technology, Technology Uses in Education
Robson, Diane; Durkee, Patrick – Journal of Academic Librarianship, 2012
The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…
Descriptors: Academic Libraries, College Libraries, Video Games, Library Services
Trace, Jonathan; Brown, James Dean; Rodriguez, Julio – CALICO Journal, 2018
This study examines how technology is perceived by different stakeholder groups in The Language Flagship programs. We administered questionnaires to three stakeholder groups: 14 directors, 34 instructors, and 100 learners at a variety of institutions with three goals: (a) to investigate what technologies the directors, instructors, and learners…
Descriptors: Stakeholders, Computer Assisted Instruction, Second Language Instruction, Administrator Attitudes
Zadro, Lisa; Hawes, David J.; Iannuzzelli, Rose E.; Godwin, Alexandra; MacNevin, Georgia; Griffiths, Brendan; Gonsalkorale, Karen – International Journal of Developmental Science, 2013
Ostracism, the act of being excluded or ignored by another individual or group (Williams, 1997; Williams et al., 2002), is a powerful, pervasive, and complex phenomenon that transcends time and affects individuals throughout their lifespan, with some of the most damaging exclusionary experiences occurring during childhood (Williams, Forgas, &…
Descriptors: Social Isolation, Rejection (Psychology), Children, Evaluation Methods
Bajovic, Mirjana – Educational Media International, 2013
In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…
Descriptors: Violence, Video Games, Moral Values, Moral Development
Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…
Descriptors: Competition, Addictive Behavior, Adolescents, Aggression
Ross, Joel – ProQuest LLC, 2013
Assessing people's understanding of the causal relationships found in large-scale complex systems may be necessary for addressing many critical social concerns, such as environmental sustainability. Existing methods for assessing systems thinking and causal understanding frequently use the technique of cognitive causal mapping. However, the…
Descriptors: Systems Approach, Computer Games, Concept Mapping, Cognitive Processes
Frye, Jonathan M. – ProQuest LLC, 2013
For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…
Descriptors: Video Games, Profiles, Social Sciences, Industry
Gresalfi, Melissa Sommerfeld – North American Chapter of the International Group for the Psychology of Mathematics Education, 2013
This paper details a framework for evaluating the potential of particular forms of technology for supporting student engagement with mathematics. I propose that, focusing on the strength of affordances to engage in particular ways allows us to begin to build an analytic frame that serves two purposes: (1) to begin to document learning as an…
Descriptors: Mathematics Education, Technology Uses in Education, Technology Integration, Learner Engagement
Banos, R. M.; Cebolla, A.; Oliver, E.; Alcaniz, M.; Botella, C. – Health Education Research, 2013
Possessing sufficient nutritional knowledge is a necessary component in the prevention and treatment of obesity. A solid understanding of nutrition can help people make appropriate food selections and can also help correct irrational ideas or myths people may believe about food. It is a challenge to provide this information to children in ways…
Descriptors: Internet, Control Groups, Experimental Groups, Computer Games
Hunter, William J. – College Quarterly, 2015
In the first piece in this series ("Teaching for Engagement: Part 1: Constructivist Principles, Case-Based Teaching, and Active Learning"), William Hunter sought to make the case that a wide range of teaching methods (e.g., case-based teaching, problem-based learning, anchored instruction) that share an intellectual grounding in…
Descriptors: Active Learning, Constructivism (Learning), Learner Engagement, Case Method (Teaching Technique)

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