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Waddington, David I. – Philosophical Inquiry in Education, 2020
This essay explores the possibility that a particular type of video game--real-time strategy games--could have worrisome educational impacts. In order to make this case, I will develop a theoretical framework originally advanced by French social critic Paul Virilio. In two key texts, Speed and Politics (1977) and "The Aesthetics of…
Descriptors: Video Games, Influence of Technology, Learning Processes, Educational Benefits
Owen, V. Elizabeth; Baker, Ryan S. – Technology, Knowledge and Learning, 2020
As a digital learning medium, serious games can be powerful, immersive educational vehicles and provide large data streams for understanding player behavior. Educational data mining and learning analytics can effectively leverage big data in this context to heighten insight into student trajectories and behavior profiles. In application of these…
Descriptors: Educational Games, Video Games, Decision Making, Prediction
Nicole Chelonis – ProQuest LLC, 2020
Esports is a billion-dollar industry and is making its way into higher education. Due to its newness to higher education, esports has not been thoroughly studied. This study surveyed American collegiate esports players to determine both their preferred coaching style, and what motivates them to compete. The survey instruments used were the Sport…
Descriptors: College Athletics, Video Games, Student Athletes, Competition
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Maria Priego-Ojeda; Gemma Filella-Guiu; Núria Pérez-Escoda – Journal of Computer Assisted Learning, 2025
Background: Video games can be innovative, educational and therapeutic tools that have demonstrated positive outcomes in enhancing emotional skills. Many of these programmes have shown benefits in improving children and adolescents' emotional competencies, but there is a lack of research evidence on programmes that aim to intervene within the…
Descriptors: Educational Games, Parent Education, Parent Attitudes, Emotional Experience
Bessie G. Stonea; Kathy A. Millsb; Beth Saggersc; Chris Blundelld; Lesley Friende – Journal of Research in Special Educational Needs, 2025
The popularity of online multiplayer gaming among primary-school students, including autistic students, has rapidly increased over the past decade. Social characteristics and interactions of autistic students have been a focus of research, but less attention has been given to the relationship between online multiplayer gaming and social…
Descriptors: Foreign Countries, Elementary School Students, Autism Spectrum Disorders, Students with Disabilities
Alkan, Sel çuk; Korkmaz, Ebru – World Journal of Education, 2021
In this study, the design and educational aspects of digital games on Steam (Digital Game Sales Platform) were examined. Case study, one of the qualitative research methods, was used in the research. Universal design model and principles, educational and game mechanics were used in the analysis of the games. The games were analyzed using the…
Descriptors: Video Games, Mathematics Education, Game Based Learning, Learning Processes
Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
Scott L. Kraemer – ProQuest LLC, 2024
This dissertation detailed the ways by which stakeholder interactions affected interdisciplinary curriculum development in the novel field of esports at Mideast State University. Due to the prevalence of esports in higher education, the sudden popularity of the esports field, and the role of esports in an already overloaded curriculum space, this…
Descriptors: Video Games, Interdisciplinary Approach, Majors (Students), College Athletics
John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
Sara Madeleine Kristensen; Magnus Jørgensen; Ellen Haug – Education and Information Technologies, 2024
Although research has investigated the association between pathological gaming and academic performance in adolescence, the complexity of the relationship has not been thoroughly examined. This short longitudinal study aimed to investigate the interactions between pathological gaming, academic self-efficacy, academic initiative, and academic…
Descriptors: Foreign Countries, Sex, Gender Differences, Longitudinal Studies
Gulnoza Yakubova; Briella Baer Chen; Stuti Gupta; Monerah N. Al-Dubayan – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to examine the effects of an online, multi-component intervention (video modeling, online mathematical games, self-monitoring checklists, and least to most prompting) in teaching mathematics skills to autistic secondary school students using a multiple probe design across skills. This study is unique from previous…
Descriptors: Mathematics Instruction, Secondary School Students, Autism Spectrum Disorders, Students with Disabilities
Alexis K. Chapman – Online Submission, 2024
The present study investigates how social media and screen time usage negatively affect High School students' body image and overall perception of confidence. It was found that screen time is a neutral factor when considering how deeply it affects one's confidence. Almost no matter what, students seem to end up worse, whether that be…
Descriptors: High School Students, Self Esteem, Self Concept, Social Media
Uzeyir Ogurlu; Selcuk Acar; Ahmed M. Abdulla Alabbasi; Shaikhah Waleed Alrabai – Gifted and Talented International, 2024
This study explored the relationship between digital gaming and creativity by conducting a meta-analysis of effect sizes using data from 78 effect sizes in 19 studies encompassing 3,172 samples. We employed a two-level multivariate model with a robust variance estimator and conducted separate analyses for between-subject and within-subject…
Descriptors: Video Games, Creativity, Correlation, Creative Thinking
Dhabih V. Chulhai – Journal of Chemical Education, 2024
We present a tool, one that is both a stand-alone web-based video game and a Python package, designed for students to explore a particle's wave function on one-dimensional potential surfaces. The tool relies on a basis set formalism and can, therefore, explore any one-dimensional potential surface imaginable. This tool also lets students interact…
Descriptors: Science Instruction, Teaching Methods, Technology Uses in Education, Educational Games

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