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John R. Anderson; Shawn Betts; Daniel Bothell; Cvetomir M. Dimov; Jon M. Fincham – Cognitive Science, 2024
Open-ended tasks can be decomposed into the three levels of Newell's Cognitive Band: the Unit-Task level, the Operation level, and the Deliberate-Act level. We analyzed the video game Co-op Space Fortress at these levels, reporting both the match of a cognitive model to subject behavior and the use of electroencephalogram (EEG) to track subject…
Descriptors: Cognitive Processes, Behavior, Medicine, Video Games
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Jinqi Ding; Quanlei Yu; Suping Sun; Wanjun Zhou; Qingbai Zhao; Suo Jiang – Journal of Creative Behavior, 2025
The relationship between online game use and creativity remains contentious. Self-worth orientation theory suggests that online gaming can fulfill individual self-worth needs, implying that self-worth may moderate this relationship. Study 1 assessed online game use, self-worth, and creativity among 184 college students through a cross-sectional…
Descriptors: Self Concept, Value Judgment, Video Games, Computer Games
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Nathan Lowien – Australian Journal of Language and Literacy, 2025
This paper proposes a videogame grammatics in which the values communicated in action-adventure videogames are investigated to meet the requirements of disciplinary English. Despite the popularity of action-adventure videogames, concerns about the representation of violence, gender depictions and racial stereotyping make using these games in…
Descriptors: Video Games, Grammar, English Instruction, Moral Values
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Yuchun Zhong; Kai Guo; Samuel Kai Wah Chu – Education and Information Technologies, 2024
This study aimed to investigate the perceived affordances of incorporating esports into higher education using an ecological systems approach that examined the multiple factors shaping behaviours at the individual, interpersonal, and organisational levels. A total of 40 participants, comprising 32 students and 8 teachers, were invited to take part…
Descriptors: Higher Education, Teacher Attitudes, Student Attitudes, Affordances
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Kenneth Pettersen; Hans Christian Arnseth; Kenneth Silseth – Journal of Early Childhood Literacy, 2025
New sociomaterial and performative directions in literacy research on digital technologies and play in early childhoods may complicate the established concept of digital play. This study contributes to this line of research by empirically expanding on the concept of the postdigital. In the study, postdigital refers to how both "digital"…
Descriptors: Video Games, Play, Young Children, Early Childhood Education
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Febe Demedts; Sameh Said-Metwaly; Kristian Kiili; Manuel Ninaus; Antero Lindstedt; Bert Reynvoet; Delphine Sasanguie; Fien Depaepe – Journal of Computer Assisted Learning, 2025
Background: The potential of adaptive feedback in digital educational games remains largely unexplored. Fractions are a suitable topic for investigating the effectiveness of adaptive feedback, as the complexity of this domain highlights the need for adequate feedback. Objectives: This study examines the effectiveness of explanatory adaptive…
Descriptors: Grade 4, Educational Games, Video Games, Feedback (Response)
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Len Annetta; Crisianee Berry; Mark Newton – Journal of Interactive Learning Research, 2025
In 2013, the Next Generation Science Standards tasked science teachers to include more engineering processes in their instruction. Design thinking is one way this has been accomplished over the last decade, but other engineering characteristics might have an influence on how learners thinking through the design process. Using a pretest-posttest,…
Descriptors: Spatial Ability, Self Concept, Educational Games, Design
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Jody A. Thompson – Journal of Extension, 2024
As coastal populations grow, so does the exposure to natural hazards such as hurricanes and flooding, creating the potential for increased social and economic disasters. The literature indicates coastal residents remain complacent when planning before, during, and after an event. There is a growing successful use of serious games in natural…
Descriptors: Game Based Learning, Educational Games, Natural Disasters, Planning
Xianhua Luo – ProQuest LLC, 2024
Electronic sports (Esports) is a fast-growing competition that has increased modern sports families' market value and size worldwide. It has become a popular competitive gaming and intramural activity in American university campuses. However, what are the perceptual differences toward Esports among university students in America? Therefore, this…
Descriptors: Video Games, College Students, Competition, Student Attitudes
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Muhammed Kürsat Demirgil; Mustafa Korucu; Ebru Ezberci Çevik – International Journal of Technology in Education and Science, 2025
The aim of the present study is to examine the perceptions of the 7th grade students at the level of lower secondary education regarding the concepts of traditional games and digital games through metaphors. The qualitative research method was adopted in this research study. This study also adopts the phenomenological design to explore the common…
Descriptors: Middle School Students, Grade 7, Student Attitudes, Figurative Language
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Zhihui Cai; Xin Zhang; Caiyan Liu; Jieni Zhan – Journal of Computer Assisted Learning, 2025
Background: Problem-solving ability is an important skill for students to develop in the 21st century. Many previous studies have focused on the impact of diverse digital educational games on problem-solving ability. However, there is inconsistency in the findings, with some studies reporting positive effects of digital game-based learning (DGBL)…
Descriptors: Game Based Learning, Video Games, Problem Solving, 21st Century Skills
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John P. Rech; Jena Cottam; Anthony DeAnda; Charlize Lichlyter; Mya Maxwell – Strategies: A Journal for Physical and Sport Educators, 2025
Gamification is a commonly used strategy in physical education (PE) to enhance students' learning experiences. The gamification of digital or video games is used to increase the relevance of PE teachings and physical activity in general. This article describes Kingdom Ball, a gamification of elements from the popular online game, Clash of Clans®.…
Descriptors: Gamification, Physical Education, Educational Technology, Video Games
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Daniel Walzer – Journal of General Music Education, 2025
The global popularity of video games offers valuable opportunities for music educators to enhance student learning through projects focused on creating music and sound elements for gameplay videos and coding projects. By utilizing affordable and accessible software such as digital audio workstations, portable recorders, and computer technologies,…
Descriptors: Music Education, Music Teachers, Music, Musical Composition
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Beaumie Kim; Reyhaneh Bastani; Diali Gupta – Educational Technology Research and Development, 2024
Scholars in teacher education have observed that the dichotomy between teachers' professional and personal identities could restrain their pursuits of adopting innovative approaches in the classroom. At the same time, adopting new pedagogical approaches often contests teachers' professional identities and confidence. In this paper, we examine a…
Descriptors: Graduate Study, Teachers, Teacher Education, Professional Identity
Sinem Siyahhan; Elisabeth Gee – MIT Press, 2024
How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They…
Descriptors: Video Games, Family Relationship, Interpersonal Communication, Learning
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