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Cooper, Lynette Renee – ProQuest LLC, 2018
The purpose of this quasi-experimental non-equivalent control group study was to determine the presence of a statistically significant difference in the mathematics achievement of gifted learners when utilizing digital game-based learning (DGBL) for supplemental mathematics instruction when compared to gifted learners not utilizing DGBL. This…
Descriptors: Mathematics Achievement, Academically Gifted, Educational Games, Video Games
Albuquerque Mendes, Beatriz Dixo Sousa – ProQuest LLC, 2018
This research investigates the responses of three individuals engaging with the Super Mario World (SMW) platform videogame glitches, and how they learned to solve the problem without formal help. This investigation was chosen because it explores connections between media literacy, critical thinking, and play in adults in the context of responding…
Descriptors: Video Games, Computer Software, Error Correction, Problem Solving
Sussman, Steve; Unger, Jennifer B.; Begay, Cynthia; Moerner, Lou; Soto, Claradina – Journal of Drug Education, 2021
The present study investigated the prevalence and co-occurrence of addictions to tobacco, alcohol, other drugs, food/eating, the internet, texting, video games, shopping, love, sex, exercise, work, and gambling among American Indian (AI) youth in California. As with previous work in other cultural groups, the most prevalent addictions were love,…
Descriptors: American Indians, Adolescents, Addictive Behavior, Incidence
Lawrence, Anne M.; Sherry, Michael B. – Journal of Literacy Research, 2021
Literacy researchers have explored how video games might be used as supplementary texts in secondary English language arts (ELA) classrooms to support reading instruction. However, less attention has been focused on how video games, particularly online educational games designed to teach argumentation, might enhance secondary ELA students'…
Descriptors: Feedback (Response), Game Based Learning, Educational Games, Video Games
Yasmin B. Kafai; Quinn Burke – MIT Press, 2016
Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves.…
Descriptors: Video Games, Coding, Cooperation, Creativity
Fontana, Matthew T. – Journal of Chemical Education, 2020
Social distancing during the COVID-19 pandemic presents mental health and academic obstacles for students. As mental health can strongly influence academic performance, addressing the loss of community by transitioning to distance education, midsemester, is imperative. This work draws upon the community and wellness benefits associated with online…
Descriptors: Science Instruction, Videoconferencing, Video Games, Educational Games
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Flecha, Ramon, Ed.; Pulido, Cristina, Ed.; Villarejo, Beatriz, Ed.; Racionero, Sandra, Ed.; Redondo, Gisela, Ed.; Torras, Elisabeth, Ed. – European Commission, 2020
Students, teachers, families and other community members use digital technology as an educational tool in formal, non-formal and informal learning environments. While its use is widespread, increasing concern has emerged about its effects on children, particularly in relation to their empathy and attention capacity, as these dimensions are crucial…
Descriptors: Influence of Technology, Children, Empathy, Attention
Lee, Chia-Wen; Yang, Cheng-Fu; Hung, Huang-Chia – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study investigated the effects of game-brand congruity and flow in racing advergames to explore the influence of embedded brands. Data from a pre- and post-test experiment were collected from total 200 of college students. They played the racing advergames between two measures. The results revealed that game-brand congruity and flow impacted…
Descriptors: College Students, Pretests Posttests, Feedback (Response), Video Games
Kocurek, Carly – American Journal of Play, 2017
The author discusses how, in practice, historians often obscure the effect of women's lives, work, and contributions on their topic, and she takes special note of video game history. Using both history and film studies as examples, she argues that games historians can and should adopt feminist viewpoints to help ensure a fuller, more diverse…
Descriptors: Females, Video Games, Films, History
Martin, Crystle – Knowledge Quest, 2017
A growing body of research focuses on the impact of video games and coding on learning. The research often elevates learning the technical skills associated with video games and coding or the importance of problem solving and computational thinking, which are, of course, necessary and relevant. However, the literature less often explores how young…
Descriptors: Video Games, Coding, Youth Programs, Youth Opportunities
Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih – British Journal of Educational Technology, 2017
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…
Descriptors: Multivariate Analysis, Grade 7, Quasiexperimental Design, Research Design
Libertus, Melissa E.; Liu, Allison; Pikul, Olga; Jacques, Theodore; Cardoso-Leite, Pedro; Halberda, Justin; Bavelier, Daphne – AERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain. Here we asked whether action video game training would impact a range of mathematical abilities that rely on similar brain regions. Twenty-four…
Descriptors: Video Games, Adults, Teaching Methods, Attention
McCain, Amanda – ProQuest LLC, 2017
This dissertation presents an interpretative content analysis of the "Framework for Success in Postsecondary Writing." A joint publication from major professional organizations in the field of composition studies, the "Framework" articulates the principles of the field in response to assessment standards. Composition scholars,…
Descriptors: Writing (Composition), Content Analysis, Models, Success

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