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Giannakoulas, Andreas; Xinogalos, Stelios – Education and Information Technologies, 2018
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students' interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Video Games
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Li, Jiansheng; Luo, Chuanlan; Lin, Yuyu; Shadiev, Rustam – Asia-Pacific Education Researcher, 2018
Cyberbullying (CB) is an important issue that has received a fair amount of attention in the past decade. However, little attention has been paid to exploring young people's Internet usage and CB behaviors and the relationships between the two. The purpose of this study was to research these two types of behaviors and how they are related. For…
Descriptors: Bullying, Computer Mediated Communication, Children, Adolescents
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Hazar, Zekihan; Hazar, Muhsin – Journal of Education and Training Studies, 2018
In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Along with the determination of digital game addiction, conducting applied experimental study is important regarding showing results of application with theoretical knowledge towards solving…
Descriptors: Middle School Students, Physical Activities, Physical Activity Level, Video Games
Rose, Shawn – ProQuest LLC, 2018
With the emergence of more narrative-focused video games, this study attempted to better understand how college students construct meaning through these interactive experiences as a means of understanding social and cultural differences and perspectives. This study explored how playing narrative-focused video games may interconnect with college…
Descriptors: Video Games, Situated Learning, Media Literacy, Play
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Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation
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Mantilla, Ana; Edwards, Susan – Australasian Journal of Early Childhood, 2019
This paper reports on a systematic review of the literature conducted to inform Early Childhood Australia (ECA) in the development of a national Statement on Young Children and Digital Technologies. The review examines empirical studies published between 2012 and 2017 identified through systematic screening to advise adults on appropriate digital…
Descriptors: Young Children, Foreign Countries, Information Technology, Video Games
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Carissoli, C.; Di Natale, A. F.; Caputo, M.; Triberti, S.; La Paglia, F.; La Barbera, D.; Villani, D. – Computers in the Schools, 2019
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user's technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused…
Descriptors: Parent Attitudes, Video Games, Educational Environment, Game Based Learning
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López López, Ligia; de Wildt, Lars; Moodie, Nikki – British Journal of Sociology of Education, 2019
The myth that justified the takeover of a continent lives on both in classrooms and in popular media. Drawing from classroom observations in an urban primary school in Australia, this article enters the technology in education conversation, more specifically through the use of videogames for learning. Based on classroom exchanges between teachers…
Descriptors: Foreign Countries, Urban Schools, Elementary School Students, Elementary School Teachers
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Sánchez-Mena, Antonio; Martí-Parreño, José; Miquel-Romero, María José – Educational Technology Research and Development, 2019
Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Kim, Sunha – Educational Media International, 2019
This study examined the effects of two types of Information communication technology and media (ICT/media) use on college access using ICT/media to obtain college information as a mediator paying focused attention to English language learners. The study analyzed the Educational Longitudinal Study (ELS) from the US Department of Education,…
Descriptors: Access to Education, Higher Education, English Language Learners, Educational Technology
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Bonnell, Kory J.; Hargiss, Christina L. M.; Norland, Jack E. – Applied Environmental Education and Communication, 2019
The purpose of this study was to assess high school students' perceptions of nature and the amount of time they spend outdoors. More than 200 tenth graders from different demographic locations in Minnesota, USA were surveyed to understand their perceptions of nature, their attitude towards it, as well as to gauge what activities students were…
Descriptors: High School Students, Student Attitudes, Grade 10, Natural Resources
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Chalki, Panagiota; Tsiara, Angeliki; Mikropoulos, Tassos A. – Themes in eLearning, 2019
A number of models, methodologies and conceptual frameworks have been proposed on how to design digital educational games aiming at better learning outcomes, while offering a fun experience. Our study combines two different methods, namely Delphi study and electroencephalograms (EEG), in order to provide an integrated digital educational game…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Models
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Escudeiro, Paula; Teixeira, Dirceu; Galasso, Bruno; Neto, Nuno; Costa, Flávio – International Association for Development of the Information Society, 2019
Serious games have a great potential to help people developing new skills or improving previously existing ones. Deaf and blind community face considerable challenges and difficulties regarding to the acquisition of skills in literacy. The design of serious games to meet the needs of the target groups where the deaf and blind people are struggling…
Descriptors: Skill Development, Game Based Learning, Deafness, Blindness
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Gresalfi, Melissa Sommerfeld; Barnes, Jacqueline – Educational Technology Research and Development, 2016
This paper draws from and contributes to two bodies of research: how particular elements of game design support learning; and how particular characteristics of feedback impact student engagement. This paper reports findings from two rounds of a design-based research project that focuses on better understanding how feedback is integrated into, and…
Descriptors: Feedback (Response), Video Games, Learner Engagement, Mathematics
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Tay, Lee Yong; Aiyoob, Thaslim Begum; Chua, Terence Buan Kiong; Ramachandran, Kalaivani; Chia, Michael Yong Hwa – Educational Media International, 2021
The proliferation of information and communication technology (ICT) has changed the way we live and this also has implications on how it is used for learning and entertainment. However, technology and digital media are more often seen as gateways to entertainment and the attraction is a very strong one. This is true for adults and children…
Descriptors: Preschool Children, Parent Attitudes, Information Technology, Family Environment
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