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Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
Yagci, Mustafa – Online Submission, 2016
The computer and internet technologies which show an immediate change and development, show its effect in educational field as well as all fields of life. One of the implementation areas of computer and internet technologies is the computer games. While the computer games provide recreational time to the users, it may provide environments for…
Descriptors: Efficiency, Educational Games, Computer Games, Technology Integration
Demirok, Mukaddes; Ozdamli, Fezile; Hursen, Cigdem; Ozcinar, Zehra; Kutguner, Muge; Uzunboylu, Huseyin – Australian Journal of Guidance and Counselling, 2012
Playing computer games is a routine activity for most young people today. The aim of this study was to examine the relationship of time spent playing computer games, the violence of the game, and self-reported anger of students in North Cyprus. Four hundred participants between the ages of 15-18 completed the State-Trait Anger and the Anger…
Descriptors: Foreign Countries, Computer Games, Adolescents, Violence
Avraamidou, Antri; Monaghan, John; Walker, Aisha – Technology, Knowledge and Learning, 2012
This paper examines the computer game play of an 11-year-old boy. In the course of building a virtual house he developed and used, without assistance, an artefact and an accompanying strategy to ensure that his house was symmetric. We argue that the creation and use of this artefact-strategy is a mathematical abstraction. The discussion…
Descriptors: Play, Computer Games, Males, Children
Costa, Conceição; Sousa, Carla; Rogado, José; Henriques, Sara – International Journal of Game-Based Learning, 2017
The United Nations (UN) Convention (1989) on the Rights of the Child changed the way children are viewed and treated worldwide. The Convention has been affecting governments, civil society and the private sector. ICT driven companies on the internet should not be an exception. According to Livingstone, Carr and Byrne (2015), Internet governance…
Descriptors: Foreign Countries, Treaties, Childrens Rights, International Law
Ellahi, Abida; Zaka, Bilal; Sultan, Fahd – Educational Technology & Society, 2017
This paper documents how the adoption of digital games by academia reshapes the current worldview by bringing the potential answers for all learning issues. The central objective of this study is to investigate the extent to which digital games can impact learning effectiveness, and to what extent these games can be used as supplementary elements…
Descriptors: Foreign Countries, Business Administration Education, Computer Games, Technology Uses in Education
Bruni, Coral M.; Winter, Patricia L.; Schultz, P. Wesley; Omoto, Allen M.; Tabanico, Jennifer J. – Environmental Education Research, 2017
People in industrialized countries may be losing their connection with nature. The Get to Know Program (Get to Know) is a multi-faceted program aimed at encouraging direct connection with nature through a variety of activities (observations of wildlife, hiking, creative arts, and special events), specifically among youth. Three studies assessed…
Descriptors: Program Effectiveness, Natural Resources, Outdoor Education, Youth Programs
Davis, Michael – Journal of Geography, 2017
Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…
Descriptors: Geography Instruction, Computer Games, Educational Games, Computer Oriented Programs
Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
Donald, Iain; Meyer, Karen A.; Brengman, John; Gillespie, Stephen H.; Bowness, Ruth – Journal of Computing in Higher Education, 2017
Interdisciplinary and collaborative projects between industry and academia provide exceptional opportunities for learning. Project Sanitarium is a serious game for Windows PC and Tablet which aims to embed learning about tuberculosis (TB) through the player taking on the role of a doctor and solving cases across the globe. The project developed as…
Descriptors: Communicable Diseases, Disease Control, Public Health, Educational Games
Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
Schofield, Damian – Journal of Information Technology Education: Innovations in Practice, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
Descriptors: Computer Games, Technology Uses in Education, Educational Games, Simulated Environment
Gil, Sandrine; Aguert, Marc; Bigot, Ludovic Le; Lacroix, Agnès; Laval, Virginie – International Journal of Behavioral Development, 2014
The ability to infer the emotional states of others is central to our everyday interactions. These inferences can be drawn from several different sources of information occurring simultaneously in the communication situation. Based on previous studies revealing that children pay more heed to situational context than to emotional prosody when…
Descriptors: Emotional Response, Intonation, Nonverbal Communication, Computer Games
Mendoza, Sean Henry Veloria – ProQuest LLC, 2014
Given society's increasingly technology centric play and workplace environment, Massively Multiplayer Online Games (MMOs) can be an excellent sandbox to develop future leaders of teams, which are the lifeblood of any organization. MMOs like World of WarCraft provide rich immersive experiences that allow leaders and followers the ability to create…
Descriptors: Educational Games, Computer Games, Computer Assisted Instruction, Leadership Training
Maryam Bisadi; Alton Y. K. Chua – Interactive Technology and Smart Education, 2014
Purpose: This paper aims to explore the use of digital game to help international student to acquire adjustment-related information. Design/methodology/approach: The study introduces a digital game called Digital Game for International Student Training (DGIST) which is intended to satisfy important aspects of international students' information…
Descriptors: Foreign Students, Student Adjustment, Game Based Learning, Computer Games