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Papastergiou, Marina – Computers & Education, 2009
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) to identifying the potential contribution of the incorporation of electronic games as educational tools into HE and PE programs, (b) to present a synthesis of…
Descriptors: Meta Analysis, Literature Reviews, Computer Uses in Education, Video Games
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Jones, Greg; Warren, Scott – Innovate: Journal of Online Education, 2009
Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg Jones and Scott Warren describe how intelligent agents, in-game characters that respond to the context…
Descriptors: Video Games, Online Courses, Artificial Intelligence, Virtual Classrooms
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Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
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Lehrer, Joanne Shari; Petrakos, Hariclia Harriet – Exceptionality Education International, 2011
The transition from kindergarten to Grade 1 is marked by a sudden decrease in children's play time (Brostrom, 2005; Hartmann & Rollett, 1994). This study sought to examine 69 Montreal-area Grade 1 children's beliefs about out of school play, as well as their parents' (N = 56) perceptions of their play. Findings indicate that parents value play…
Descriptors: Siblings, Play, Grade 1, Parent Attitudes
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Stanley, Graham; Mawer, Kyle – TESL-EJ, 2008
The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…
Descriptors: Video Games, Internet, Second Language Learning, Language Teachers
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Schrader, P. G.; McCreery, Michael – Educational Technology Research and Development, 2008
Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…
Descriptors: Internet, Video Games, Expertise, Skill Development
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Swacha, Jakub; Skrzyszewski, Adam; Syslo, Wojciech A. – Informatics in Education, 2010
There are multiple reasons that justify teaching computer game design. Its multi-aspectual nature creates opportunity to develop, at the same time, creativity, technical skills and ability to work in team. Thinking of game design classes, one needs direction on what to focus on so that the students could benefit the most. In this paper, we present…
Descriptors: Computer Games, Design, Surveys, Attitude Measures
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Demirbilek, Muhammet – Journal of Information Technology Education, 2010
The purpose of this research was to investigate adult educators' attitudes and perceptions of the current use of technology, mobile devices, and educational games in adult education, which is defined as any formal or informal education or training aimed at an adult population that is older than traditional university students. Learning styles and…
Descriptors: Educational Games, Technology Uses in Education, Handheld Devices, Educational Trends
Glenn, Lane A.; Van Wert, Suzanne – New England Journal of Higher Education, 2010
A few years ago, Mathew McConaughey and Sarah Jessica Parker generated big laughs and big box office sales in "Failure to Launch," an absurd comedy about a 26-year old man still living in his parents' basement, spending his days watching television and playing video games while the world passed him by. The film was closer to the truth…
Descriptors: Females, Gender Differences, Males, Higher Education
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Petley, Rebecca; Attewell, Jill; Savill-Smith, Carol – International Journal of Virtual and Personal Learning Environments, 2011
MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as "The exploitation of ubiquitous handheld technologies, together with wireless and…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Cui, Suxia; Wang, Younhui; Yang, Yonggao; Nave, Felecia M.; Harris, Kendall T. – American Journal of Engineering Education, 2011
Engineering programs suffer a high attrition rate, which causes the nation to graduate much less engineers. A survey of the literature reveals that the high attrition rate is due mainly to the fact that the first year of an engineering program is all fundamental theory and students don't see the connection to their future engineering careers. To…
Descriptors: Engineering Education, Academic Persistence, Surveys, Dropouts
Hall, Joan Kelly; Hellermann, John; Doehler, Simona Pekarek – Multilingual Matters, 2011
Drawing on data from a range of contexts, including classrooms, pharmacy consultations, tutoring sessions, and video-game playing, and a range of languages including English, German, French, Danish and Icelandic, the studies in this volume address challenges suggested by these questions: What kinds of interactional resources do L2 users draw on to…
Descriptors: Video Games, English (Second Language), Second Language Learning, Communicative Competence (Languages)
Vendlinski, Terry P.; Chung, Greg K. W. K.; Binning, Kevin R.; Buschang, Rebecca E. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Understanding the meaning of rational numbers and how to perform mathematical operations with those numbers seems to be a perennial problem in the United States for both adults and children. Based on previous work, we hypothesized that giving students more time to practice using rational numbers in an environment that enticed them to apply their…
Descriptors: Feedback (Response), Intervention, Educational Research, Video Games
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
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Anderson, Janice; Barnett, Michael – Journal of Science Education and Technology, 2011
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called "Supercharged!" on pre-service teachers' understanding of electromagnetic concepts compared to students who…
Descriptors: Science Laboratories, Program Effectiveness, Learning Experience, Teaching Methods
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