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Moore, Antionette L. – ProQuest LLC, 2012
The purpose of this qualitative study was to explore how the computer is utilized in the daily lives of seven African American male youth in the southeastern region of the United States. Critical pedagogy was selected as the theoretical framework using Paulo Freire ideas of problem-posing education to promote awareness towards using the computer…
Descriptors: Access to Computers, Disadvantaged, African Americans, Males
Moncarz, Howard T. – ProQuest LLC, 2012
This study investigated how playing different types of video games was associated with different values of metacognitive awareness. The target population was first and second-year college students. The study used a survey methodology that employed two self-reporting instruments: the first to estimate a metacognitive-awareness index (MAI), and the…
Descriptors: Student Attitudes, Video Games, Metacognition, College Students
Delacruz, Girlie C. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2012
Educational videogames can be designed to provide instructional feedback that is responsive to specific actions. However, existing research indicates that students tend to ignore videogame feedback and subsequently use less effective help-seeking strategies. Research on help-seeking in learning environments has primarily focused on the role of…
Descriptors: Feedback (Response), Video Games, Educational Games, Incentives
Bensiger, Joy – ProQuest LLC, 2012
Teachers' beliefs and perceptions are very critical to the integration of video games in the classrooms. This study was conducted to investigate the perceptions of pre-service teachers in using video games as one of their teaching tools. Along with this initial purpose, the intent was to understand the anticipated barriers involved in…
Descriptors: Preservice Teachers, Student Teacher Attitudes, Attitude Measures, Video Games
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Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H. – Journal of Computer Assisted Learning, 2012
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Learning Activities
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Padilla-Walker, Laura M.; Coyne, Sarah M.; Fraser, Ashley M. – Family Relations, 2012
The way families have used the media has substantially changed over the past decade. Within the framework of family systems theory, this paper examines the relations between family media use and family connection in a sample of 453 adolescents (mean age of child = 14.32 years, SD = 0.98, 52% female) and their parents. Results revealed that cell…
Descriptors: Video Games, Family (Sociological Unit), Systems Approach, Correlation
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McLean, Lavinia; Griffiths, Mark D. – International Journal of Game-Based Learning, 2013
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail. This study explored female experiences of playing video-games. Data were collected from an online discussion forum dedicated to…
Descriptors: Video Games, Females, Computer Mediated Communication, Discourse Analysis
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Steenkamp, Leon P.; Rudman, Riaan J. – Contemporary Issues in Education Research, 2013
Students currently studying at tertiary institutions have developed a set of attitudes and aptitudes as a result of growing up in an IT and media-rich environment. These attitudes and aptitudes influence how they learn and in order to be effective, lecturers must adapt to address their learning preferences and use the online teaching tools that…
Descriptors: Educational Technology, College Students, Technology Uses in Education, Foreign Countries
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Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students
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Kooiman, Brian J.; Kim, Heeja; Li, Wenling; Wesolek, Michael – International Journal of Technology in Teaching and Learning, 2013
Video games may seem an odd place to find Common Core State Standard implementation strategies. A closer look reveals that educational principles found in certain video game genres might help update instructional strategies that no longer engage contemporary learners. These video game strategies can explain why learners will spend hours playing…
Descriptors: Educational Principles, Video Games, Play, Cooperative Learning
Holbert, Nathan Ryan – ProQuest LLC, 2013
Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where…
Descriptors: Games, Design, Science Process Skills, Abstract Reasoning
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Bowers, Alex J.; Berland, Matthew – Educational Technology Research and Development, 2013
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies…
Descriptors: Academic Achievement, Mathematics Achievement, High School Students, Grade 10
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Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
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Loke, Swee-Kin – Australasian Journal of Educational Technology, 2015
While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…
Descriptors: Virtual Classrooms, Simulated Environment, Journal Articles, Educational Technology
Pasnik, S.; Moorthy, S.; Llorente, C.; Hupert, N.; Dominguez, X.; Silander, M. – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
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