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Savic Tot, Tijana; Adžic, Slobodan; Tot, Vilmoš; Aleksic, Maja; Zakic, Nebojša – Education and Information Technologies, 2023
The aim of this paper is to examine the relationship between the time that higher education students spend playing video games during exam periods and their average grades in one Eastern European country. Moreover, the authors wanted to explore the differences among students with regard to their age, gender, year of study, and employment status in…
Descriptors: Time Management, Video Games, Academic Achievement, Grades (Scholastic)
Cailyn N. Dougherty; Michelle Parker – English in Texas, 2023
Video games' popularity has continued to increase from their origins within a niche community to something engaged in by the general public. This field of literacy-making has a plethora of benefits to bridging skills both within and outside of the ELAR classroom for students of various backgrounds and skill sets, including language learners and…
Descriptors: Video Games, Literacy, Language Arts, Game Based Learning
Bezio, Kristin M. S. – New Directions for Student Leadership, 2022
This article offers an overview and analysis of the ways in which first-person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying…
Descriptors: Video Games, Leadership Training, Decision Making, Game Based Learning
Giroir, Christopher L. – About Campus, 2022
One subpopulation of students on the rise at many university campuses is e-sport gamers or "e-athletes." Video gamers are giving a new definition to the traditional athlete and are attracting the attention of athletic administrators, who are willing to fund scholarships to attract today's top e-athlete. The relationship between gamers…
Descriptors: Student Athletes, Video Games, Competition, Student Recruitment
Abrams, Sandra Schamroth; Van Eck, Richard N. – Journal of Adolescent & Adult Literacy, 2021
Videogames and videogame literacies are an important and growing aspect of education, yet videogaming remains poorly understood and even viewed with suspicion by many who are charged with promoting them. In the case of libraries, such views can lead to insufficient funding and policies that reduce the presence of youth programing that includes…
Descriptors: Video Games, Programming, Play, Libraries
Nezahat Hamiden Karaca; Neriman Aral; Ümit Ünsal Kaya – Journal of Theoretical Educational Science, 2025
This study investigates the impact of digital game addiction on peer play behaviors and social skills in early childhood, focusing on parents' education levels. Using a relational screening model, the sample consists of 405 preschool children attending kindergartens in Afyonkarahisar, Türkiye. Data were collected using the Digital Game Addiction…
Descriptors: Video Games, Addictive Behavior, Peer Relationship, Play
Lucía Cárdenas Curiel; Joanne E. Marciano; Vaughn W. M. Watson; Carmela F. M. Watson; Ana Lucía Ontiveros – Reading Research Quarterly, 2025
The authors, literacy and language researchers, and teacher educators and their daughters, use narrative inquiry to story the "embodied digital literacy" practices of two girls of color as the girls played "Animal Crossing" online during the COVID-19 pandemic and communicated about their (game)play via text messaging. We…
Descriptors: Children, Adolescents, Females, African Americans
Jack Denham; Matthew Spokes; Matt Coward-Gibbs; Caitlin Veal – Pedagogy, Culture and Society, 2025
Utilising data from semi-structured interviews (n = 20), this paper explores the educational function of internationally popular, blockbuster videogames, including the ways in which players identify and operationalise these learning experiences. It proposes a framework through which different learning experiences in mainstream, culturally…
Descriptors: College Students, Video Games, Popular Culture, Incidental Learning
Suleiman Alnaimi; Feras Ali Mohammad Al-Habies; Mohammad Mahmoud Baniyounes; Ashraf Faris Alqudah; Alia Al nuaimat – Educational Process: International Journal, 2025
Background/purpose. The current research explores the interrelation between electronic game addiction, emotional eating, and eating disorder symptoms among Jordanian adolescents. A quantitative, correlational survey design was used to investigate these associations in an educational context. Materials/methods. The Game Addiction Scale for…
Descriptors: Video Games, Addictive Behavior, Eating Habits, Eating Disorders
Damien S. K. Samways; Lara Yousef; Scott A. Sheffield – Advances in Physiology Education, 2025
Although interactive software has long been employed to complement traditional lecture and laboratory classes, instructors have typically been limited to premade programs produced by others with significant programming experience. Furthermore, many existing programs have limited platform cross-compatibility, with few compatible with the most…
Descriptors: Physiology, Pharmacology, Programming, Technology Uses in Education
André R. Denham; Stefanie A. Wind; Kristin Harbour – Technology, Knowledge and Learning, 2025
Although researchers have found that digital games are beneficial for mathematics learning, definitive guidelines for the effective integration of games within instruction are still needed. Specifically lacking is "practical guidance for how (when, with whom, and under what conditions) games can be integrated into the learning process to…
Descriptors: Game Based Learning, Video Games, Technology Uses in Education, Mathematics Instruction
Koraya Techawongstien – Qualitative Research Journal, 2024
Purpose: The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles translated/localized into the Thai locale. Some Thai video game enthusiasts have taken on the role of unofficial translators/localizers, contributing to a…
Descriptors: Research Methodology, Data Collection, Video Games, Second Languages
Chrisostomos Drogaris; Alexander Butyaev; Elena Nazarova; Roman Sarrazin-Gendron; Harsh Patel; Akash Singh; Brenden Kadota; Jérôme Waldispühl – Biochemistry and Molecular Biology Education, 2024
In the last decade, video games became a common vehicle for citizen science initiatives in life science, allowing participants to contribute to real scientific data analysis while learning about it. Since 2010, our scientific discovery game (SDG) Phylo enlists participants in comparative genomic data analysis. It is frequently used as a learning…
Descriptors: Science Instruction, Citizen Participation, Genetics, Educational Games
Lynne Zummo; Rebecca T. Menlove; Eliana Massey – Journal of Science Education and Technology, 2024
The need for well-designed learning experiences about modern, anthropogenic climate change is great. In light of this need, many scholars have looked towards museums, arguing that as trusted institutions of informal learning, museums are uniquely positioned to support public engagement with contentious, impactful issues like climate change.…
Descriptors: Failure, Museums, Video Games, Cooperation
Cristina Valdés-Argüelles; Aquilina Fueyo Gutiérrez; María Verdeja – Journal of Technology and Science Education, 2024
As video games have evolved, they have emerged as useful tools in areas such as education, tackling global issues through their storylines and mechanics. However, never in the history of video games, not even today, has there been parity in the proportion of women directly employed in the development of video games. This paper is part of a broader…
Descriptors: Video Games, Sex, Females, Industry

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