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Moreno, Matthew; Schnabel, Rose; Lancia, Gabriella; Woodruff, Earl – Education and Information Technologies, 2020
Literature indicates that both academic tasks (Deater-Deckard et al. 2013; Skinner et al. "Educational and Psychological Measurement," 69(3): 493-525, 2009) and video gaming (Irwin "The Journal of Psychology," 133, 157-164, 1999; Laffan et al. "Computers in Human Behavior," 65, 544-549, 2016; Whitton "Simulation…
Descriptors: Video Games, Emotional Response, Psychophysiology, Psychological Patterns
Suggs, David Welch, Jr.; May-Trifiletti, Jennifer; Hearn, James C.; O'Connell, Julianne – Council of Independent Colleges, 2020
Esports are not a conventional fit with a traditional model of college life. However, this has not stopped them from becoming extraordinarily popular, particularly among independent colleges. In the broader culture, esports have an entire ecosystem supporting them. International events can draw crowds in the hundreds of millions, and professional…
Descriptors: Video Games, Private Colleges, Student Organizations, Extracurricular Activities
Austin P. Haytko – ProQuest LLC, 2020
Institutions of higher education have been traditionally tasked with the challenge of educating individuals for a changing economy and society. As the economy and education drive innovation, highly skilled workers are required to keep up the new status quo. However, as the perceived value of higher education shifts, institutions of higher…
Descriptors: Higher Education, Video Games, Culture, Student Recruitment
Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Avci, Ummuhan – Psychology in the Schools, 2023
Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the COVID 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by…
Descriptors: Foreign Countries, College Students, Internet, Time Management
Sangmin-Michelle Lee – ReCALL, 2023
In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related…
Descriptors: Second Language Learning, Vocabulary Development, Retention (Psychology), Game Based Learning
Perrot, Alexandra; Maillot, Pauline; Le Foulon, Agnès; Rebillat, Anne-Sophie – American Journal on Intellectual and Developmental Disabilities, 2021
This study examined whether exergames could improve physical, functional, and cognitive functions in people with Down syndrome. Twelve adults with DS, aged over 35 (M = 50.35, SD = 7.45), were randomly assigned to a Wii-based program (n = 6) or a control group (n = 6), and completed physical (Chair Stand Test, 6-Minute Walk Test), functional (TUG,…
Descriptors: Down Syndrome, Adults, Exercise, Games
Aleman, Ezequiel; Nadolny, Larysa – Journal of Family and Consumer Sciences, 2021
Digital games can provide fun, motivating, and challenging experiences for students in the classroom. Recent research on educational games has shown that game play can positively influence academic achievement, engagement, and 21st century skills (Abdul Jabbar & Felicia, 2015; Qian & Clark, 2016). When playing games, students solve…
Descriptors: Video Games, Game Based Learning, Family and Consumer Sciences, Food Standards
Burgess, John; Wallace, Anna – Journal of Education for Library and Information Science, 2021
As online education for the MLIS becomes widespread, one challenge for reference and user services instructors is that traditional exercises used to promote clinical intuition and metacognition in reference work may be more difficult in online classrooms. This article uses concept analysis to better understand clinical judgment for reference,…
Descriptors: Video Games, Game Based Learning, Intuition, Metacognition
Bilgin, Enes Abdurrahman – Education Quarterly Reviews, 2021
All over the world and especially in Turkey, the success level regarding math is well below the desired rate. The main reasons for this situation are negative attitudes and anxiety towards math. It is observed that the students and the teachers experience anxiety about the Arithmetic Operations, which is one of the beginning subjects of math. On…
Descriptors: Educational Games, Video Games, Handheld Devices, Mathematics Anxiety
Aguilera, Earl – Theory Into Practice, 2021
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes--computational or otherwise, which define these artifacts in form,…
Descriptors: Computer Games, Video Games, Writing (Composition), Programming
Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
Erickson, Luke V.; Sammons-Lohse, Dorothy – E-Learning and Digital Media, 2021
The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal…
Descriptors: Game Based Learning, Video Games, Competition, Cooperative Learning
Brownell, Cassie J. – Teachers College Record, 2021
Background/Context: Educators have considered how Minecraft supports language and literacy practices in the game and in the spaces and circumstances immediately surrounding gameplay. However, it is still necessary to develop additional conceptualizations of how children and youth's online and offline worlds and experiences are blurred by and…
Descriptors: Grade 4, Elementary School Students, Writing Assignments, English Instruction
Todd White; Richard G. Brody; Gaurav Gupta – Advances in Accounting Education: Teaching and Curriculum Innovations, 2021
Serious games are computer games with a primary purpose of educating or training while also entertaining. Literature has established that serious games can enhance learning in the classroom and improve student engagement. However, few studies have analyzed the factors that inhibit the adoption of serious games. The current study extends research…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Introductory Courses
Michelle Kaput Benedicta – ProQuest LLC, 2021
This study explores the experience of Generation X women who play casual video games on mobile devices (e. g., smartphones and tablets), and draws connections to learning and literacy, particularly in the areas of New Literacies, the New Literacy Studies, and semiotic literacy. Data was gathered from in-depth, semi-structured interviews with five…
Descriptors: Age Groups, Handheld Devices, Games, Females

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