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Ruggieri, Sabrina; Bendixen, Mons; Gabriel, Ute; Alsaker, Françoise – International Journal of Developmental Science, 2013
Based on the notion that the history of victimization has an impact on the sensitivity to current victimization situations this study investigated whether victims of bullying show more pronounced responses to single episodes of social exclusion. We examined whether victimization experiences in school are associated with responses to ostracism in a…
Descriptors: Victims, Social Isolation, Rejection (Psychology), Video Games
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Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
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Busch, Carsten; Conrad, Florian; Steinicke, Martin – Electronic Journal of e-Learning, 2013
Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin…
Descriptors: Video Games, Educational Games, Creative Activities, Systems Approach
Ruggiero, Dana – ProQuest LLC, 2013
To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…
Descriptors: Teaching Methods, Educational Games, Attitude Change, Homeless People
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Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar – International Journal of Mental Health and Addiction, 2013
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…
Descriptors: Adolescents, Vocational Schools, Foreign Countries, Statistical Data
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Lamb, Richard; Annetta, Leonard; Vallett, David – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking. Evidence suggests that high levels of creativity and fluency are important in the continued development of student interest, efficacy and ultimately career impact in the sciences. Method: In this study, 559…
Descriptors: Educational Games, Instructional Design, Science Instruction, Creative Thinking
Schanzer, Emmanuel Tanenbaum – ProQuest LLC, 2015
Students' struggles with algebra are well documented. Prior to the introduction of functions, mathematics is typically focused on applying a set of arithmetic operations to compute an answer. The introduction of functions, however, marks the point at which mathematics begins to focus on building up abstractions as a way to solve complex problems.…
Descriptors: Mathematics Instruction, Algebra, Word Problems (Mathematics), Problem Solving
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A. – New Media Consortium, 2015
The "2015 NMC Technology Outlook for Higher Education in Ireland: A Horizon Project Regional Report" is a collaborative research effort between the New Media Consortium (NMC), National Institute for Digital Learning (NIDL) at Dublin City University, and the Irish Learning Technology Association (ILTA) to inform Irish higher education…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Technology Uses in Education
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Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
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Watson, William R.; Fang, Jun – International Journal of Game-Based Learning, 2012
Video games and problem-based learning (PBL) are both significant trends in progressive approaches to education. The literature demonstrates a fit between the two approaches, indicating they may be mutually beneficial. With limited literature on implementing games in the classroom, and a growing body of researchers highlighting the importance of…
Descriptors: Video Games, Problem Based Learning, Teaching Methods, Guidelines
Quick, John M.; Atkinson, Robert K.; Lin, Lijia – International Journal of Game-Based Learning, 2012
A survey study was conducted to better understand how gameplay enjoyment relates to players' personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce…
Descriptors: Video Games, Taxonomy, Personality Traits, Preferences
Kerr, Deirdre S.; Chung, Gregory K. W. K. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Commercial video games undergo usability studies to determine the degree to which the player is able to learn, control, and understand the game. Usability studies allow game designers to improve their games before they are released to the public. If usability studies could be expanded to include information about the presentation of the…
Descriptors: Multivariate Analysis, Usability, Instructional Materials, Video Games
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Gee, James Paul – Knowledge Quest, 2012
People live in the midst of high-risk complex systems like global warming, a global economy, and global conflicts among civilizations and religions. The pace of change is faster than it has ever been. To succeed in this world children need 21st-century skills. Reading is most certainly one of these. But today reading keeps new company as it sits…
Descriptors: Computers, Popular Culture, Access to Computers, School Libraries
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Frye, Jonathan – Cultural Studies of Science Education, 2012
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game "Spore," which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design,…
Descriptors: Video Games, Creationism, Evolution, Student Motivation
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Short, Daniel – Teaching Science, 2012
Minecraft is a multiplayer sandbox video game based in a virtual world modeled on the real world. Players are able to build and craft everyday items using blocks. The cubic geometry of Minecraft lends itself to the teaching of various academic subjects. Minecraft also has a functioning ecology, with chemistry and physics aspects interwoven within…
Descriptors: Science Instruction, Educational Technology, Simulation, Scientific Concepts
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