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Rasmusson, Maria; Åberg-Bengtsson, Lisbeth – Scandinavian Journal of Educational Research, 2015
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…
Descriptors: Foreign Countries, Reading Achievement, Student Evaluation, Educational Games
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Sancar Tokmak, Hatice – Asia-Pacific Journal of Teacher Education, 2015
This qualitative case study aimed to investigate Early Childhood Education (ECE) pre-service teachers' perception of development in their technological, pedagogical, content knowledge (TPACK) after designing educational computer games for young children. Participants included 21 ECE pre-service teachers enrolled in the course Instructional…
Descriptors: Qualitative Research, Case Studies, Early Childhood Education, Preservice Teachers
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Shah, Mamta; Foster, Aroutis – Journal of Technology and Teacher Education, 2015
Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…
Descriptors: Preservice Teachers, Methods Courses, Mixed Methods Research, Student Surveys
Wespieser, Karen – National Foundation for Educational Research, 2015
This report looks at the online activities of London's young people. The report highlights that children and young people use technology to have fun, study and communicate with others. Most children and young people have positive experiences online. On the whole they are sensible online and do not put themselves "at risk". However, the…
Descriptors: Foreign Countries, Internet, Children, Youth
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Ausburn, Lynna J.; Ausburn, Floyd B.; Kroutter, Paul J. – International Journal of Adult Vocational Education and Technology, 2013
This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex,…
Descriptors: Computer Games, Gender Differences, Case Studies, Virtual Classrooms
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Hannig, Andreas; Lemos, Martin; Spreckelsen, Cord; Ohnesorge-Radtke, Ulla; Rafai, Nicole – Journal of Educational Computing Research, 2013
The training of motor skills is a crucial aspect of medical education today. Serious games and haptic virtual simulations have been used in the training of surgical procedures. Otherwise, however, a combination of serious games and motor skills training is rarely used in medical education. This article presents Skills-O-Mat, an interactive serious…
Descriptors: Foreign Countries, Dentistry, Medical Education, Computer Games
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Leung, Steve; Virwaney, Sandeep; Lin, Fuhua; Armstrong, AJ; Dubbelboer, Adien – International Journal of Distance Education Technologies, 2013
Building pedagogical applications in virtual worlds is a multi-disciplinary endeavor that involves learning theories, application development framework, and mediated communication theories. This paper presents a project that integrates game-based learning, multi-agent system architecture (MAS), and the theory of Transformed Social Interaction…
Descriptors: Educational Games, Interaction, Computer Simulation, Teaching Methods
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Winters, Kari-Lynn; Vratulis, Vetta – Journal of Early Childhood Literacy, 2013
Drawing on case illustrations of a six-year-old child as he "assembles" a digital world using Webkinz[TM], this paper proposes an approach that researchers and educators might use to understand, analyse and critique multimodality. This multidisciplinary theoretical framework integrates new literacies, social semiotics and critical…
Descriptors: Young Children, Critical Literacy, Concept Formation, Semiotics
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Meyer, Bente – Electronic Journal of e-Learning, 2013
During the last decade there has been a growing focus on preschool learning within education, especially with regard to the learning of basic literacies such as reading and writing. In addition to this many nation states increasingly focus on the basic literacy competences of the information society, ICT and English. This has, as suggested by for…
Descriptors: Second Language Instruction, Second Language Learning, Preschool Education, Educational Games
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Apperley, Tom; Beavis, Catherine – E-Learning and Digital Media, 2013
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…
Descriptors: Critical Literacy, Computer Games, Video Games, Teaching Methods
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Siko, Jason Paul – Canadian Journal of Learning and Technology, 2013
Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created games and students who did not (Siko, Barbour, & Toker, 2011). One of the justifications for the use…
Descriptors: Chemistry, Control Groups, Taxonomy, Expertise
Cheung, Gifford – ProQuest LLC, 2013
In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first…
Descriptors: Computer Games, Instructional Design, Robustness (Statistics), Play
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Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen – Journal of Educational Technology Systems, 2013
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Descriptors: Educational Games, Computer Games, Role Playing, Computer Security
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Sherry, John L. – New Directions for Child and Adolescent Development, 2013
According to educational gaming advocates, the engaging nature of games encourages sustained game play and enhanced attention to learning outcomes among players. Because children's and adolescents' play time varies by game genre, engagement with a game likely reflects the match between the genre and the player's preferences and needs. Youth learn…
Descriptors: Educational Games, Psychological Needs, Cognitive Psychology, Mass Media Use
Christensen, Claire; Hoisington, Cindy; Vahey, Phil; Hupert, Naomi; Pasnik, Shelley – Education Development Center, Inc., 2019
Education Development Center, Inc. (EDC) and SRI International conducted an independent study of the Public Broadcasting Service (PBS) KIDS "Play & Learn Science" app, which includes in-app and direct hands-on science explorations for children ages 3 to 6 and their parents. This study explored the impact of the PBS KIDS "Play…
Descriptors: Play, Hands on Science, Inquiry, Young Children
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