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Denner, Jill; Werner, Linda; O'Connor, Lisa – NASPA Journal About Women in Higher Education, 2015
Community colleges (CC) are obvious places to recruit more women into computer science. Enrollment at CCs has grown in response to a struggling economy, and students are more likely to be from underrepresented groups than students enrolled in 4-year universities (National Center for Education Statistics, 2008). However, we know little about why so…
Descriptors: Community Colleges, Academic Persistence, Females, Womens Education
Rosman, Fuziah; Alias, Norlidah; Rahman, Mohd Nazri Abdul; Dewitt, Dorothy – Malaysian Online Journal of Educational Technology, 2015
This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used…
Descriptors: Foreign Countries, Foreign Students, Universities, College Students
Shewmake, Cole J.; Merrie, Michael D.; Calleja, Paul – Physical Educator, 2015
Literature indicates that technology, including exergaming, is popular among adolescents and can be used as a supplemental tool in the physical education classroom. Therefore, the purpose of this study was to examine third and fourth grade students' perceived enjoyment and exertion levels toward exergaming in relation to traditional physical…
Descriptors: Physical Education, Video Games, Supplementary Education, Elementary School Students
Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie – International Journal of Game-Based Learning, 2015
The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…
Descriptors: Foreign Countries, Junior High School Students, Exercise, Educational Games
Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
Marchetti, Emanuela; Valente, Andrea – Electronic Journal of e-Learning, 2015
In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…
Descriptors: Educational Technology, Elementary School Students, Video Games, Computer Games
Méndez, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The purpose of this study is to provide a framework for analysis from which to interpret the transformations that take place, as perceived by the participants, when commercial video games are used in the classroom. We will show how Activity Theory (AT) is able to explain and interpret these changes. Method: Case studies are…
Descriptors: Foreign Countries, Video Games, Social Theories, Case Studies
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Jiménez, Osvaldo – Theory Into Practice, 2015
With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…
Descriptors: Educational Games, Classroom Techniques, Group Discussion, Play
Wesselmann, Eric D.; Williams, Kipling D. – International Journal of Developmental Science, 2013
In this commentary, the authors discuss the topic of ostracism--being ignored and excluded--as a painful social phenomenon that most individuals have experienced at least once in their lives, and sometimes daily. The harmful power of ostracism is not short-lived; data suggest that participants asked to relive ostracism by writing an…
Descriptors: Social Isolation, Rejection (Psychology), Video Games, Toys
Tromba, Peter – Learning & Leading with Technology, 2013
The core of instruction is the interaction between the student, the content, and the teacher. Good instructional design accounts for the students' needs and interests by personalizing the core to each student. Video games and simulations are one way to meet student needs and leverage their interests for increased student learning. In the 2011-12…
Descriptors: Middle Schools, Computer Games, Teaching Methods, Video Games
Gaydos, Matthew J. – ProQuest LLC, 2013
This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…
Descriptors: Educational Technology, Video Games, Case Studies, Grants
Shih, Ching-Hsiang; Chen, Ling-Che; Shih, Ching-Tien – Research in Developmental Disabilities: A Multidisciplinary Journal, 2012
The latest researches have adopted software technology to modify the Nintendo Wii Balance Board functionality and used it to enable two people with developmental disabilities to actively perform physical activities. This study extended the latest research of the Wii Balance Board application to assess whether four people (two groups) with…
Descriptors: Physical Activities, Developmental Disabilities, Video Games, Cooperation

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