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Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
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Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
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Quintas, Alejandro; Bustamante, Juan-Carlos – Physical Education and Sport Pedagogy, 2023
Background: Exergames are a new socio-technological phenomenon consisting of digital motor games that aim to stimulate players' motor skills. The physical-motor component of exergames has been well studied, but knowing more about their possible psychological effects in the school context is interesting to promote physical exercise practice.…
Descriptors: Gamification, Educational Games, Video Games, Psychomotor Skills
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Yañez, Alma Gloria Barrera; Alonso-Fernández, Cristina; Fernández-Manjón, Baltasar – Education and Information Technologies, 2023
Violence and discrimination against women are serious problems that affect today's society regardless of culture or social environment. Educational and government programs addressing these gender issues are difficult to scale up, insufficient or, in some cases, nonexistent. Digital resources can contribute to address discrimination against women…
Descriptors: Sex Fairness, Video Games, Computer Oriented Programs, Simulation
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Hernández-Pérez, Manuel; Pérez-Sirvent, Carmen; Martínez Sánchez, María-José; Jordán González, Esteban – Applied Environmental Education and Communication, 2023
LIFE-AMDRYC4 (2021) is a VR application designed for mobile phones combining informational design and gamification to stimulate critical reflection and awareness about agricultural practices and their effects on the environment. Agile production frameworks and researchers' input in the design are discussed. A Likert-based questionnaire was…
Descriptors: Visualization, Climate, Environmental Education, Educational Games
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Ratnasari, Wiwit; Chou, Tzu-Chuan; Huang, Chen-Hao – Educational Technology & Society, 2023
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such learning has shifted along with the increasing complexity of the digital environment. Our study thus aims to identify research standing at this important juncture and to explain the shift in digital game-based…
Descriptors: Educational Research, Citation Analysis, Network Analysis, Game Based Learning
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Recep Öz; Murat Tolga Kayalar; Ayhan Koç – Pakistan Journal of Distance and Online Learning, 2023
The study employed a quantitative research design using the general survey model to understand a large research population without intervening in variables. It involved 552 teacher candidates from an education faculty in Eastern Anatolia, Turkey, with 142 males and 410 females participating voluntarily. Data were collected using the Computer Game…
Descriptors: Computers, Video Games, Foreign Countries, Gender Differences
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Nathan D. Haines – Update: Applications of Research in Music Education, 2024
The purpose of this study was to investigate ensemble members' perceptions of their studio orchestra experiences. Survey data were collected from participants (N = 50) enrolled in a studio orchestra at a major collegiate institution in the Southeastern United States. A studio orchestra is a group of musicians who collaborate, compose, arrange,…
Descriptors: Musicians, Music Facilities, Popular Culture, Music
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Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
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Charlaine Perez; Joseph Jay Alvarez; Aries Carbungco; Jozel Due; Critanya Milles Ochoa; Michael Louie Celis; Joseph Lobo – Journal of Learning for Development, 2024
This quantitative-correlational study aimed to examine the relationship between online game addiction and mental well-being of high school students from Angeles City, in the Philippines, during the COVID-19 pandemic. To obtain data from the respondents, the Internet Gaming Disorder Scale--Short-Form and Depression, Anxiety, and Stress Scale…
Descriptors: Computer Games, Video Games, Addictive Behavior, Mental Health
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Matthew Mauntel; Michelle Zandieh – International Journal of Research in Undergraduate Mathematics Education, 2024
In this article we analyze how students reason about linear combinations across multiple digital environments. We present the work of three groups of undergraduate students in the Southeast United States (US) who were considered ready to take linear algebra. The students played the game "Vector Unknown," reflected upon aspects of their…
Descriptors: Video Games, Algebra, Mathematics Instruction, Teaching Methods
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Toshiya Arakawa; Haruki Miyakawa – Technology, Knowledge and Learning, 2025
Data science education in Japan extends from elementary to high school students. However, some studies show that this has not enhanced interest or curiosity in data science. Therefore, gamification appears to be an efficient method for encouraging high school students' interest in data science, with research indicating that video games are…
Descriptors: Data Science, Educational Games, Statistics Education, Foreign Countries
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Mohammed H. Albahiri; Ali A. M. Alhaj; Bandar M. Al Oteibi – Educational Process: International Journal, 2025
Background/purpose: This research aimed at designing an educational program based on gamification for teaching mathematics as required by the Trends in International Mathematics and Science Study (TIMSS) to determine its impact on advancing strategic competence among fourth-grade male students in the first semester of Academic Year 1445AH in…
Descriptors: Gamification, Mathematics Instruction, Game Based Learning, Educational Games
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Stefan Kucharczyk; Kenneth Pettersen; Jennifer Rowsell – Qualitative Research Journal, 2025
Purpose: This short article takes the play and passion of children's literacy as its focal point. Rather than orienting reading and writing around what should be taught or how children should respond and understand written text, in this short reflective essay we aim to explore the play and passion inherent in children's literacy practices. We do…
Descriptors: Play, Literacy, Early Childhood Education, Family Environment
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Ljerka Jukic Matic; Sonia Abrantes Garcêz Palha – International Electronic Journal of Mathematics Education, 2025
The growing integration of technology into society highlights the need for educational transformation to better equip students for future challenges and the evolving labor market. Digital game-based learning (DGBL) has emerged as a promising strategy for enhancing learning using interactive digital games. This study investigates the implementation…
Descriptors: Secondary School Mathematics, Mathematics Education, Video Games, Computer Games
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