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Beserra, Vagner; Nussbaum, Miguel; Oteo, Macarena – Journal of Educational Computing Research, 2019
When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities.…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 2
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Cano, Ana Rus; Fernández-Manjón, Baltasar; García-Tejedor, Álvaro J. – British Journal of Educational Technology, 2018
Serious Games (SGs), defined as a game in which education (in its various forms) is the primary goal rather than entertainment, have been proven as an effective educational tool for engaging and motivating students. However, more research is needed to sustain the suitability of these games to train users with cognitive impairments. This empirical…
Descriptors: Educational Games, Intellectual Disability, Down Syndrome, Adults
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Vazquez-Calvo, Boris – Educational Technology & Society, 2018
Previous studies have examined how to integrate video games in formal education settings across disciplines and from various perspectives. However, few have explored digital literacy practices prompted by gaming as a fan practice. Drawing on "New Literacy Studies" frame of analysis, this qualitative case study attempts to unearth the…
Descriptors: Case Studies, Second Language Learning, English, Spanish
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Bruno, Laura E. – Journal of Physical Education, Recreation & Dance, 2018
As physical education teachers, it is important to remain current with trends and continue to add fresh, innovative ideas to our lessons. This responsibility means that educators must continue to seek ways to better understand students and encourage a physically active lifestyle. This article provides strategies for embracing technology and the…
Descriptors: Popular Culture, Physical Education, Computer Games, Handheld Devices
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Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
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Öhman, Johan; Öhman, Marie; Sandell, Klas – Journal of Adventure Education and Outdoor Learning, 2016
A new teaching aid--exergames--is increasing in popularity in schools and is regarded as an interesting, varied and effective way of improving students' fitness. These exercise television games often contain references to physical activities carried out in different outdoor landscapes. The purpose of this article is to examine the views of…
Descriptors: Exercise, Educational Games, Physical Activities, Physical Fitness
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Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
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Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri – International Journal of Game-Based Learning, 2016
Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…
Descriptors: Video Games, Constructivism (Learning), Computation, Thinking Skills
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Almqvist, Jonas; Meckbach, Jane; Öhman, Marie; Quennerstedt, Mikael – SAGE Open, 2016
The use of educational computer games in physical education (PE) has become more popular in recent years and has attracted research interest. The aim of the article is to investigate how physical activities and images of the human body are offered by the game. The results show how the "teacher" constituted in the games is one who…
Descriptors: Educational Technology, Technology Uses in Education, Physical Education, Physical Activities
Loparev, Anna – ProQuest LLC, 2016
Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when it comes to teaching collaborative skills. We explore one promising option: collaborative scaffolding in educational video games. Through this methodology, we can impart collaborative…
Descriptors: Cooperation, Middle School Students, Literature Reviews, Classification
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Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim – Educational Psychologist, 2015
Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…
Descriptors: Computer Games, Video Games, Teaching Methods, Science Instruction
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Alshammari, Ali; Whittinghill, David – International Journal of Game-Based Learning, 2015
Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Video Games
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Paney, Andrew S. – Music Education Research, 2015
The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…
Descriptors: Singing, Music Education, Intonation, Accuracy
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Pløhn, Trygve; Louchart, Sandy; Aalberg, Trond – Electronic Journal of e-Learning, 2015
Pervasive gaming is a reality-based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players' everyday life. In recent years much research has been done on pervasive gaming and its potential applications towards specific domains. Pervasive games have been effective with regards to…
Descriptors: Story Telling, Foreign Countries, Video Games, Computer Software
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Gresalfi, Melissa Sommerfeld – ZDM: The International Journal on Mathematics Education, 2015
The purpose of this paper is to describe a trajectory of designing for particular forms of engagement with mathematics. The forms of engagement that were targeted through these design experiments involved making intentional choices about which procedures to leverage in order to support particular claims (what I call "critical…
Descriptors: Mathematics Instruction, Instructional Design, Teaching Methods, Statistics
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