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Lau, Patrick Wing-Chung; Wang, Geng; Wang, Jing-Jing – Journal of Applied Research in Intellectual Disabilities, 2020
Background: Interventions with active video games (AVGs) can promote physical activity (PA) and health and are compatible with a school setting. The needs of children with intellectual disability (ID) in this area have been neglected. Methods: A two-arm trial was conducted among 203 students with intellectual disability. The intervention group was…
Descriptors: Video Games, Body Composition, Physical Activity Level, Psychomotor Skills
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Bayeck, Rebecca Y. – Educational Technology Research and Development, 2020
This study is a review of video games studies completed in South Africa. This paper looked at existing research on video games in South Africa in order to understand the research approaches used, and the learning outcomes found in respect to findings from studies in the western world. Interestingly, the study shows similarities in the learning…
Descriptors: Video Games, Educational Games, Game Based Learning, Educational Research
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Ettinger, Karen; Cohen, Anat – Education and Information Technologies, 2020
The centrality of multitasking in teenagers' lives has triggered vast interest in popular and academic discussion. Due to a large inconsistency in the study and multitasking reporting, we endeavoured to better understand and characterize multitasking behaviors. We researched multitasking patterns, prevalence, types, combinations and gender…
Descriptors: Behavior Patterns, Adolescents, Incidence, Gender Differences
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Coleman, Thomas E.; Money, Arthur G. – Higher Education: The International Journal of Higher Education Research, 2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With…
Descriptors: Student Centered Learning, Educational Games, Computer Games, Video Games
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McCreery, Michael P.; Head, Danielle L.; Fiorentini, Joseph P.; Leif, Sam A.; Krach, S. Kathleen; Cole, Le Quanda L.; Bacos, Catherine A.; Laferriere, Jeffrey – International Association for Development of the Information Society, 2020
The current study was designed to examine the relationship between cognitive ability and player experience in shaping how players think within, and acclimate to, video games as complex systems. Specifically, researchers examined the relationship between player's cognitive ability and gameplay outcomes within a video game (i.e., The Deed). Outcomes…
Descriptors: Video Games, Cognitive Ability, Correlation, Adjustment (to Environment)
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
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Chen, Chen; Hardjo, Stephanie; Sonnert, Gerhard; Hui, Jiaojiao; Sadler, Philip M. – International Journal of STEM Education, 2023
Background: Digital media are pervasive in the lives of young people and provide opportunities for them to learn about STEM. Multiple theories argue that the STEM media environment may shape how youth see a STEM career in their future. Yet, little is known about how pre-college digital media consumption may be related to students' STEM career…
Descriptors: College Freshmen, STEM Careers, Student Interests, Mass Media Role
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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Hotchkins, Bryan K. – International Journal of Qualitative Studies in Education (QSE), 2023
This critical qualitative study uses education journey maps (EJMs) as undergirded by critical race theory to examine how three Black male collegians use "cyberbonding play" to navigate the geographies of racism while attending a Hispanic-serving Institution (HSI). Sociospatial dialectic is applied in concert with educational journey…
Descriptors: Critical Race Theory, African American Students, Males, Peer Relationship
Zhenzhen Qi – ProQuest LLC, 2023
In the age of computing, we rely on software to manage our days, from the moment we wake up until we go to sleep. Software predicts the future based on actualized data from the past. It produces procedures instead of experiences and solutions instead of care. Software systems tend to perpetuate a normalized state of equilibrium. Their application…
Descriptors: Computer Simulation, Video Games, Visual Aids, Computer Games
Rebecca Dore; Nan Xiao; Robin Sayers; Kelly Purtell; Laura Justice – Grantee Submission, 2023
We examined whether media use measured using time diaries is related to preschoolers' academic and social/behavioral skills. Children (N = 179) completed direct assessments of academic skills in the fall and spring, and teachers reported on social and behavioral skills. Parents/caregivers completed a 24-hr time diary in the spring, from which…
Descriptors: Preschool Children, Interpersonal Competence, Student Behavior, Preschool Education
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Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
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Dustin Moore; Jesse Stabile Morrell – Journal of American College Health, 2024
Objective: To assess differences in dietary quality among college men reporting high, moderate, and non-video game usage. Participants: College men aged 18-24. Methods: Cross-sectional data were collected between 2012 and 2020. Participants (n = 1259) were categorized according to self-reported video game usage: non-users (NVG), <1 h/day (MVG),…
Descriptors: Video Games, Gender Differences, Males, Eating Habits
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Yu Xia; Shulong Yan; Mengying Jiang – Information and Learning Sciences, 2024
Purpose: The rapid emergency remote teaching has moved informal learning programs online including makerspaces, which has created an opportunity for harnessing the benefits of virtual makerspaces. This study reports on findings from three club designers and facilitators' reflections on a fully virtual maker club offered in the summer of 2023. This…
Descriptors: Creative Activities, Shared Resources and Services, Computer Mediated Communication, Clubs
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Lu, Jinjin – Educational Technology Research and Development, 2022
Social media web 2.0 technologies can be adopted as an inclusive method to assist children in enhancing their quality of education for the Sustainable Development Goals (e.g. SDGs 4 and 17). Social media technologies have been documented as low-cost, synchronous, and convenient methods to assist young children, parents, and early childhood (EC)…
Descriptors: Foreign Countries, Social Media, Web 2.0 Technologies, Sustainable Development
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