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Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika – Interactive Technology and Smart Education, 2011
Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…
Descriptors: Play, Autism, Interaction, Speech Skills
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Trespalacios, Jesus; Chamberlin, Barbara; Gallagher, Rachel R. – TechTrends: Linking Research and Practice to Improve Learning, 2011
In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered questions related to their preferences in different settings. Students' preferences and justifications…
Descriptors: Middle School Students, Student Attitudes, Cooperation, Summer Programs
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O'Hanlon, Charlene – T.H.E. Journal, 2011
Using games as a learning tool is not new--research abounds to demonstrate the use of video games enhancing problem-solving skills and creativity. Pioneer educational games, like Carmen Sandiego and Oregon Trail, have given birth to online, multiuser, digital simulations that would make their forebears blush. Now, in what seems to be a natural…
Descriptors: Video Games, Educational Games, Teaching Methods, Computer Uses in Education
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Bluemink, Johanna; Jarvela, Sanna – Journal of Interactive Learning Research, 2011
This study focuses on investigating the nature of small-group collaborative interaction in a voice-enhanced multiplayer game called "eScape". The aim was to analyse the elements of groups' collaborative discussion and to explore the nature of the players' shared problem solving activity during the solution critical moments in the game. The data…
Descriptors: College Students, Interaction Process Analysis, Computer Mediated Communication, Computer Simulation
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Razak, Aishah Abdul; Connolly, Thomas M.; Hainey, Thomas – International Journal of Game-Based Learning, 2012
A radical reform in education has happened in Scotland by introducing a new curriculum known as the Curriculum for Excellence (CfE). This new curriculum promotes active learning, including use of digital games-based learning (DGBL) technology. This paper presents the findings from a survey which aimed to gauge the use of DGBL in Scottish primary…
Descriptors: Teacher Attitudes, Teaching Methods, Educational Technology, Technology Uses in Education
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Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue – International Journal of Game-Based Learning, 2012
The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…
Descriptors: Foreign Countries, Educational Benefits, Educational Games, Video Games
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Descriptors: Blended Learning, Educational Technology, Online Courses, Virtual Classrooms
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Witherspoon, Lisa; Manning, John P. – American Journal of Play, 2012
The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…
Descriptors: Play, Educational Games, Computer Games, Video Games
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Bizzocchi, Jim; Tanenbaum, Joshua – Bulletin of Science, Technology & Society, 2012
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the…
Descriptors: Discourse Communities, Case Studies, Computer Games, Video Games
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Owens, Trevor – Cultural Studies of Science Education, 2012
The 2008 commercial video game "Spore" allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as…
Descriptors: Educational Games, Video Games, Science Interests, Community
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Chiu, Eddie Yu-Wai; Woo, Kent – International Journal of Mental Health and Addiction, 2012
This preliminary study examined the characteristics and risk factors of problem gambling among Chinese American adolescents. A total of 192 Chinese American students (aged 13-19) from 9th to 12th grades were recruited from three high schools in San Francisco, California. Students were administered the South Oaks Gambling Screen Revised for…
Descriptors: Evidence, Risk, Addictive Behavior, Adolescents
Johnson, Matthew; Riel, Richard; Germain-Froese, Bernie – Canadian Teachers' Federation, 2016
To get a better understanding of how networked technologies are impacting teachers and their teaching practices, in 2015 MediaSmarts partnered with the Canadian Teachers' Federation to survey 4,043 K-12 teachers and school administrators who were teaching in classroom settings across the country. The survey explored the extent to which networked…
Descriptors: Computer Networks, Computer Uses in Education, Foreign Countries, Use Studies
Salomon, John – ProQuest LLC, 2010
Although digital technologies have become commonplace among people who grew up around them, little is known about the effect that such technology will have on learners or its impact on traditional methods of educational delivery. This dissertation examines how certain technologies affect digital natives and seeks to understand specific…
Descriptors: Video Games, Academic Achievement, Online Courses, Methods
Harris, Christopher – School Library Journal, 2010
If one wants to learn about the role that games play in education, then the University of Wisconsin at Madison is the place to go. It's home to the Games, Learning, and Society Initiative and its current director Dr. Kurt Squire. In this interview, Squire talks about his research and how libraries can embrace gaming as a tool for learning.
Descriptors: Librarians, School Libraries, Higher Education, Partnerships in Education
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