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Alvermann, Donna E.; Hutchins, Rhett J.; McDevitt, Rena – Research in the Schools, 2012
Young people's interests in 21st century texts and the literacy practices that play out in Web 2.0 spaces have implications for classroom teachers and teacher educators. In the digitally mediated world in which we live, boundaries between formal and informal learning from an earlier time are breaking down, thus making room for new ways of…
Descriptors: Adolescents, Audiences, Video Games, Web 2.0 Technologies
Ip, Barry – ACM Transactions on Computing Education, 2012
There have been growing criticisms in recent years among the computer and video games community on the apparent lack of graduates capable of meeting the industry's employment needs. Following the sharp rise in the number of computer and video games courses across higher education (HE) institutions in the UK and across the globe, this article…
Descriptors: Computer Games, Video Games, Computer Science Education, College Programs
Bilal Khaleel Younis – ProQuest LLC, 2012
The purpose of this study was to investigate the factors that might predict Palestinian teachers' success in modding games for instruction. An instructional game design model named Game Modding for Non-Professionals (GMNP) was created specifically for the training of Palestinian teachers during this study. This study addressed the question: To…
Descriptors: Foreign Countries, Instructional Design, Educational Games, Teacher Education
Chandler, Paul D. – Australian Journal of Education, 2013
This study draws on a survey of 800 upper primary school students concerning their knowledge of certain 'new media' applications. The findings concur with other studies in suggesting that students' relationship with technology is more complex and nuanced than is conveyed by a simple branding of 'digital native'. Some differential experiences…
Descriptors: Middle School Students, Student Experience, Mass Media Use, Media Literacy
Kitching, Lucy; Wheeler, Steve – European Journal of Open, Distance and E-Learning, 2013
Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…
Descriptors: Females, Video Games, Learning Strategies, Questionnaires
Ferguson, Bill R.; Gillis, Jennifer M.; Sevlever, Melina – Child & Family Behavior Therapy, 2013
Impaired social skills represent a fundamental deficit for children with Autism Spectrum Disorders (ASD). Despite the potential importance of "good sportsmanship," this social skill has received relatively little attention in the literature. The current study utilized a Behavioral Skills Training (BST) approach to teach three…
Descriptors: Sportsmanship, Autism, Pervasive Developmental Disorders, Video Games
Peng, Wei; Crouse, Julia C.; Lin, Jih-Hsuan – Health Education & Behavior, 2013
This systematic review evaluates interventions using active video games (AVGs) to increase physical activity and summarizes laboratory studies quantifying intensity of AVG play among children and adults. Databases (Cochrane Library, PsychInfo, PubMed, SPORTDiscus, Web of Science) and forward citation and reference list searches were used to…
Descriptors: Video Games, Physical Activity Level, Physical Activities, Intervention
Perrotta, C.; Evans, M. A. – Journal of Computer Assisted Learning, 2013
This paper argues that the emphasis on orchestration as a metaphor for teaching in technology-enhanced learning (TEL) environments, featured in recent academic discussions, is an opportunity to broaden the scope of the inquiry into educational technology. Drawing on sociological literature and research that investigated the systemic factors that…
Descriptors: Instructional Design, Politics of Education, Information Technology, Educational Technology
Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike – Journal of Research in Science Teaching, 2013
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…
Descriptors: Video Games, Educational Games, Educational Technology, Teaching Methods
Wilson, Monique – ProQuest LLC, 2013
Developmental math currently poses a hurdle that many community college students are unable to overcome. Eighty percent of developmental math students do not successfully complete any college-level course within three years (Bailey, Jeong, & Cho, as cited by Strother, Van Campen & Grunow, 2013, p. 1). Despite numerous reform attempts,…
Descriptors: Educational Games, Remedial Mathematics, Community Colleges, Teaching Methods
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature
Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
Saridaki, Maria; Mourlas, Constantinos – International Journal of Game-Based Learning, 2011
The attention to learners with special needs, in particular those with intellectual disabilities, is an area of continuous development. It is considered important to develop adaptive educational solutions for the integration of people with educational difficulties according to their needs. Digital games provide an attractive and direct platform in…
Descriptors: Intellectual Disability, Disabilities, Teaching Methods, Educational Games
Lee, Donghun; Schoenstedt, Linda J. – ICHPER-SD Journal of Research, 2011
With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…
Descriptors: Audiences, Student Motivation, Competition, Rewards
Bird, Elizabeth – School Library Journal, 2011
A proper picture book app lets a parent and child read, listen to, or explore a book in a fun and interactive manner. Typical options offered in these apps include turning off the sound (so that a parent or child can read on their own), changing from one language to another, and small interactive features, such as making the characters move. To…
Descriptors: Childrens Literature, Picture Books, Video Games, Reading Instruction

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