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Efstathiou, Nicholas T.; Risvas, Grigorios S.; Theodoraki, Eleni-Maria M.; Galanaki, Evangelia P.; Zampelas, Antonios D. – Health Education Journal, 2016
Objective: The objective of this study was to investigate the relationship between classroom psychological climate and the physical and sedentary behaviour of primary school students after the implementation of an innovative education programme regarding nutrition and physical activity. Design: Randomised controlled trial. Setting: Study…
Descriptors: Health Education, Classroom Environment, Elementary School Students, Grade 3
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Lee, Lena; Tu, Xintian – Computers in the Schools, 2016
As digital media devices have been increasingly used in early childhood educational settings, this study examined whether the iPad with a Vygotskian social development approach--namely, More Knowledgeable Other--can be integrated into low-income preschool classrooms to improve science learning. An analysis of variance was used to examine the…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Social Development
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Silander, Megan; Moorthy, Savitha; Dominguez, Ximena; Hupert, Naomi; Pasnik, Shelley; Llorente, Carlin – Society for Research on Educational Effectiveness, 2016
Persistent inequalities in the academic learning trajectories of underserved students have led to a growing interest in interventions for young children who are at higher risk for academic difficulties later on. This study's primary goal was to understand how the integration of video, computer games and associated hands-on activities impacts…
Descriptors: Randomized Controlled Trials, Information Technology, Video Games, Computer Games
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Cardoso, Walcir; Grimshaw, Jennica; Waddington, David – Research-publishing.net, 2015
Digital gaming in education is an area that has been rapidly expanding in popularity and is gradually being applied to second language (L2) contexts (Godwin-Jones, 2014). Mobile gaming in particular offers the benefits of digital gaming while also offering the portability and accessibility of mobile devices (Ogata & Yana, 2003; Stockwell,…
Descriptors: Educational Games, Video Games, Telecommunications, Handheld Devices
Rowe, Elizabeth; Baker, Ryan S.; Asbell-Clarke, Jodi – International Educational Data Mining Society, 2015
Educational games have the potential to be innovative forms of learning assessment, by allowing us to not just study their knowledge but the process that takes students to that knowledge. This paper examines the mediating role of players' moves in digital games on changes in their pre-post classroom measures of implicit science learning. We…
Descriptors: Educational Games, Science Instruction, Video Games, Coding
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McDaniel, Rudy; Kenny, Robert – International Journal of Game-Based Learning, 2013
This article explores the impact of perceptual cognitive styles on pre-service teachers' attitudes toward video games. Using a cognitive style continuum measuring field dependence and field independence, the authors conducted an exploratory study to measure the potential impact of cognitive style on pre-service teachers' dispositions towards the…
Descriptors: Correlation, Cognitive Style, Video Games, Preservice Teachers
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Kalbfleisch, M. Layne; Gillmarten, Charles – Roeper Review, 2013
As neuroimaging technologies increase their sensitivity to assess the function of the human brain and results from these studies draw the attention of educators, it becomes paramount to identify misconceptions about what these data illustrate and how these findings might be applied to educational contexts. Some of these "neuromyths" have…
Descriptors: Neurology, Visual Acuity, Spatial Ability, Brain Hemisphere Functions
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Blumberg, Fran C.; Randall, John D. – Journal of Applied Developmental Psychology, 2013
We examined the problem-solving behaviors that 5th, 6th, and 7th graders used to negotiate a novel recreational video game. Students were characterized as frequent or infrequent players and instructed to think aloud during game play for 20 consecutive minutes. Comments were used to make inferences about the students' problem-solving behaviors…
Descriptors: Play, Problem Solving, Inferences, Video Games
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Mazurek, Micah O.; Wenstrup, Colleen – Journal of Autism and Developmental Disorders, 2013
This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…
Descriptors: Autism, Comparative Analysis, Television, Siblings
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Manusos, Dominick O.; Busby, Joe R.; Clark, Aaron C. – Technology and Engineering Teacher, 2013
The article provides information on the changing rules in the authentic designs in gaming. It states that board games have been used to teach before a traditional classroom setting was ever put in place. It mentions that technology, engineering, and design education teachers would do well to develop their assignments to lead students into…
Descriptors: Games, Play, Design, STEM Education
Hunt, Marc W. – Techniques: Connecting Education and Careers (J3), 2013
The author started teaching TV and sound production in a career and technical education (CTE) setting six years ago. The first couple months of teaching provided a steep learning curve for him. He is highly experienced in his industry, but teaching the content presented a new set of obstacles. His students had a broad range of abilities,…
Descriptors: Educational Technology, Vocational Education, Classroom Environment, Video Technology
Yildirim, Nilay – ProQuest LLC, 2013
This cross-case study examines the relationships between game design attributes and collaborative problem solving process in the context of multi-player video games. The following game design attributes: sensory stimuli elements, level of challenge, and presentation of game goals and rules were examined to determine their influence on game…
Descriptors: Video Games, Problem Solving, Cooperative Learning, Case Studies
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O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
Krone, Beth K. – ProQuest LLC, 2012
As shown by the neuropsychological educational approach to the cognitive remediation model, first-person-shooter video game play eliminates gender-related deficits in spatial rotation. Spatial rotation increases academic success and decreases social and economic disparities. Per the general aggression model, first-person-shooter video game play…
Descriptors: Video Games, Spatial Ability, Aggression, Models
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Hinvest, Neal; Brosnan, Mark – Journal of Educational Computing Research, 2012
Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…
Descriptors: Addictive Behavior, Computer Uses in Education, Video Games, Technology Integration
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