NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 781 to 795 of 2,604 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Carbonell Carrera, Carlos; Saorín, José Luis; Hess Medler, Stephany – Journal of Geography, 2018
Cartographic interpretation requires accurate spatial orientation. Two main sources of spatial knowledge acquisition inform spatial orientation ability: map-like perspective (map reading), and ground level perspective (wayfinding). The Pokémon GO game incorporates both types as players use a map to orient themselves while also moving around in the…
Descriptors: Spatial Ability, Geographic Information Systems, Computer Games, Maps
Ramirez, Lizbeth; Walden, Emily; Hart, Shelley R. – Communique, 2018
Internet gaming has become an increasingly popular activity among youth. Internet gaming disorder (IGD) is currently included in the "DSM-5" as a condition for further study. This article discusses the rationale and implications for the proposed disorder's inclusion to the "DSM-5." While IGD is a proposed disorder, it shares…
Descriptors: Internet, Mental Disorders, Addictive Behavior, Clinical Diagnosis
Peer reviewed Peer reviewed
Direct linkDirect link
Giannakopoulos, George; Tatlas, Nicolas-Alexander; Giannakopoulos, Vassilios; Floros, Andreas; Katsoulis, Philippos – British Journal of Educational Technology, 2018
We present a suite of inclusive games designed to address the needs of people with blindness or low vision. Particularly, through the employment of modern sonification strategies that achieves efficient perceptual representation of the game-play, several audio-games with different scenarios and application scope (entertainment and education) were…
Descriptors: Blindness, Visual Impairments, Audio Equipment, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Willett, Rebekah – Learning, Media and Technology, 2018
This study investigates children's media literacy with a specific focus on socially situatedness of children's understanding of online gaming industries and related marketing. This article analyzes interviews with 8-9-year-olds and their parents in homes in the U.S.A. Rather than concentrating on developmental factors, the article uses a…
Descriptors: Media Literacy, Industry, Children, Computer Games
Wu, Yishin Chu – ProQuest LLC, 2018
Bullying is one of the most common yet tolerated forms of violence. "BREAKAWAY" is an educational game purposefully designed to use entertainment-education and digital gaming to help youth around the world to learn about different types of bullying and coping strategies. This dissertation reports the design and results of a pilot study…
Descriptors: Bullying, Educational Games, Computer Games, Coping
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Vereitina, Iryna; Baidak, Yurii – International Association for Development of the Information Society, 2018
The present paper focuses on the approach, which corresponds to the virtual learning in the artificial environment, and should be considered as situational and action-based, because the features of its application are determined each time by the specific conditions of training and the virtual educational situation that exists only in this area, at…
Descriptors: College Students, Educational Games, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Tor, Noam; Gordon, Goren – International Association for Development of the Information Society, 2018
Curiosity is one of the 21st century skills and is especially paramount in the digital age. However, curiosity is multifaceted and can be expressed in many ways. Furthermore, assessment of curiosity is often based on self-report or subjective observations. We present work in progress for the development of a digital quantitative assessment game…
Descriptors: 21st Century Skills, Information Technology, Computer Games, Computer Simulation
Peer reviewed Peer reviewed
Direct linkDirect link
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, I-Jui – Interactive Learning Environments, 2021
Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the quality of their everyday social life. Children with ASD can learn to socially interact with virtual three-dimensional (3D) characters in animated games…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Communication, Interpersonal Competence
Lee, Ji-Eun; Hornburg, Caroline Byrd; Chan, Jenny Yun-Chen; Ottmar, Erin – Grantee Submission, 2021
We investigated the effects of proximal grouping of numbers, problem-solving goals to make 100, and prior knowledge on students' solution strategies in an online mathematics game. Logistic regression on 857 problem-level data points from 227 middle-school students showed that students were more likely to use productive solution strategies on…
Descriptors: Mathematics Instruction, Teaching Methods, Middle School Students, Computer Games
Galal El-Din Abdel-Rahman, Esraa Ashraf; Abdel-Haq, Eman Mohammad; Aly, Mahsoub Abdel-Sadeq; Mahmoud Diah, Abeer Ali – Online Submission, 2021
The present study aimed at investigating the effect of Quizizz and Kahoot! applications on developing EFL vocabulary learning among freshmen students at Faculty of Education. The participants of the study consisted of 30 freshmen students enrolled in the English section at Faculty of Education, Benha University, Egypt. The study followed the…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, College Freshmen
Neumann, Maureen D.; Dion, Lisa – MIT Press, 2021
Computational thinking--a set of mental and cognitive tools applied to problem solving--is a fundamental skill that all of us (and not just computer scientists) draw on. Educators have found that computational thinking enhances learning across a range of subjects and reinforces students' abilities in reading, writing, and arithmetic. This book…
Descriptors: Thinking Skills, Computation, Problem Solving, Teaching Methods
Deena Hicks – ProQuest LLC, 2021
According to the Entertainment Software Association (2020), 70% (51.1 million) of children under the age of 18 are gamers in the United States and consume an average of two and a half hours per day playing digital-based games, making these games one of the most widely known leisure activities worldwide. Today's Net Generation (Kindergarten through…
Descriptors: Middle School Students, Middle School Teachers, Educational Games, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Alt, Mary; Hogan, Tiffany; Green, Samuel; Gray, Shelley; Cabbage, Kathryn; Cowan, Nelson – Journal of Speech, Language, and Hearing Research, 2017
Purpose: The purpose of this study is to investigate word learning in children with dyslexia to ascertain their strengths and weaknesses during the configuration stage of word learning. Method: Children with typical development (N = 116) and dyslexia (N = 68) participated in computer-based word learning games that assessed word learning in 4 sets…
Descriptors: Dyslexia, Spatial Ability, Grade 2, Elementary School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Maine, Fiona – Literacy, 2017
This study builds on and extends our understanding of literacy through exploring children's encounters with a digital narrative game. The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support their…
Descriptors: Educational Games, Computer Games, Children, Literacy
Pages: 1  |  ...  |  49  |  50  |  51  |  52  |  53  |  54  |  55  |  56  |  57  |  ...  |  174