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Liritzis, Ioannis; Volonakis, Pantelis – Education Sciences, 2021
The cyber archaeometry concerns a new virtual ontology in the environment of cultural heritage and archaeology. The present study concerns a first pivot endeavor of a virtual polarized light microscopy (VPLM) for archaeometric learning, made from digital tools, tackling the theory of mineral identification in archaeological materials, an important…
Descriptors: Archaeology, Laboratory Equipment, Computer Simulation, Electronic Learning
Rafael Leonardo da Silva – ProQuest LLC, 2021
Moral decision-making models in game environments have been increasingly reported in research. These models, however, focus on identifying affordances and goals of games and educational interventions rather than tracing the process of moral decision-making in game worlds. This dissertation study addresses this gap in the literature by presenting…
Descriptors: Moral Values, Decision Making, Video Games, Empathy
Garcia, Antero, Ed.; Mirra, Nicole, Ed. – Teachers College Press, 2023
Can you imagine future learning environments devoid of the systemic inequities that stifle student learning opportunities and teacher decision-making in most classrooms today? This volume offers the necessary steps--playful, participatory, historically informed--that are required to forge a pathway from the present U.S. educational landscape to a…
Descriptors: Equal Education, Educational Change, Teacher Education, Student Diversity
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Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
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Heintzman, Ryan; Brandi, Aldo; Kelley, Madeline; Marvin, M. Colin – Journal of Geography, 2023
The COVID-19 pandemic forced educational institutions around the globe to close or move to a remote format. This article focuses on the transition of an in-person undergraduate physical geography lab to online synchronous learning during the Fall 2020 semester. Findings suggest the importance of abundant learning materials as well as showing…
Descriptors: COVID-19, Pandemics, Physical Geography, Geography Instruction
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Calandri, Emanuela; Cattelino, Elena; Graziano, Federica – European Journal of Developmental Psychology, 2023
The relationship between adolescents' use of video games and their well-being is controversial and largely unexplored during the COVID -19 pandemic. This study examined the association between adolescent video game use and well-being during a nationwide lockdown (March-May 2020) and investigated whether this association was mediated by emotional…
Descriptors: Foreign Countries, Adolescents, Video Games, Play
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Buldu, Elif; Buldu, Metehan – Early Child Development and Care, 2023
This study investigated how children describe their play activities and associate learning with play. Accordingly, 23 early childhood children from different cities and age groups were included in this phenomenological research study. Incorporating images of children's drawings of their favourite playtime and semi-structured interviews, three main…
Descriptors: Play, Young Children, Foreign Countries, Freehand Drawing
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Robinson, Bradley; Wright, William Terrell – English Teaching: Practice and Critique, 2023
Purpose: The purpose of this study is to demonstrate the power of affective pedagogies and playful literacies to resist neoliberal framings of video game play and design in educational contexts. Design/methodology/approach: Focusing on the Giga-Games Camp, a video game design camp for adolescents, the authors mobilize different methodological…
Descriptors: Video Games, Camps, Photography, Teaching Methods
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Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
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Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
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Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
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Oreskovic, Nicolas M.; Agiovlasitis, Stamatis; Patsiogiannis, Vasiliki; Santoro, Stephanie L.; Nichols, Dominica; Skotko, Brian G. – Journal of Applied Research in Intellectual Disabilities, 2022
Background: Adults with Down syndrome commonly have low levels of physical activity and face social barriers to engaging in physical activity, including boredom and companionship concerns. Adults with Down syndrome are at increased risk for several co-occurring medial conditions known to benefit from physical activity, including obesity and…
Descriptors: Adults, Down Syndrome, Physical Activity Level, Barriers
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Alonso Ruiz, Rosa Ana; Sáenz de Jubera Ocón, Magdalena; Valdemoros San Emeterio, María Ángeles; Ponce de León Elizondo, Ana – Journal of New Approaches in Educational Research, 2022
Leisure activities shared by grandparents and grandchildren provide important benefits. The health and humanitarian crisis caused by the coronavirus (COVID-19) pandemic has made it necessary to use digital tools to alleviate the lack of contact between adults and children. This paper had as its aim to identify the digital leisure shared by…
Descriptors: Internet, Intergenerational Programs, Well Being, COVID-19
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Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
Patterson, Kyle – ProQuest LLC, 2022
This dissertation is to explore the academic efficacy and relevance of two comparatively new technologies, video games and Virtual Reality (VR), how they relate to an older cultural phenomenon, theater, and how a discussion of both topics can result in a better understanding of how to supply students in the classroom with the chance to improve…
Descriptors: Computer Simulation, Video Games, Second Language Learning, Second Language Instruction
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