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Alawajee, Omar; Delafield-Butt, Jonathan – International Journal of Game-Based Learning, 2021
Empirical evidence suggests game-based learning (GBL) as a potentially engaging form of contemporary learning. With the increase in the use of Minecraft, a sandbox computer game in open-world format, there has been a concurrent rise in the level of interest in investigating the role of Minecraft in social and academic learning. Minecraft is…
Descriptors: Game Based Learning, Video Games, Instructional Effectiveness, Learner Engagement
Keskin, Burcak; Güvendi, Burcu; Karakoc, Bilal; Kaya, Selman; Cetin, Onat – Education Quarterly Reviews, 2021
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. The study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. The game addiction scale…
Descriptors: Video Games, Addictive Behavior, Secondary School Students, Student Motivation
de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
Picton, Irene; Clark, Christina – National Literacy Trust, 2021
This report outlines findings from questions included in the National Literacy Trust's Annual Literacy Survey in early 2021 to explore children and young people's literacy-related interactions in relation to video game playing. The survey reached 42,502 children and young people aged 8 to 18 between January and mid-March 2021, during the third…
Descriptors: Children, Adolescents, Video Games, Literacy
Stephen Petrucci – ProQuest LLC, 2021
Adolescents spend a significant and increasing amount of time online, especially on social media (SM) platforms. Replicating most of the questions from the 2018 PEW Teen Survey (Anderson & Jiang, 2018), this study provides a current understanding of how a sample of Canadian adolescents use SM, what perceived effects of SM they report, and…
Descriptors: Social Media, Computer Mediated Communication, Adolescent Attitudes, Self Concept
Ingram, Jay; Cangemi, Joseph – College Student Journal, 2019
The effects of video games on self-esteem is an understudied area in social science research, despite the gaming industries massive economic growth and how widespread games have become in everyday lives. This paper explores and investigates literature on how playing video games could impact psychological well-being, specifically self-esteem.…
Descriptors: Video Games, Student Motivation, Self Esteem, Mass Media Effects
Kaplan-Rakowski, Regina; Meseberg, Kay – Educational Media and Technology Yearbook, 2019
Drawing on the deeply engaging characteristics of virtual reality (VR), augmented reality (AR), and mixed reality (MR), we refer to these three concepts collectively as "immersive media" (IM). IM are often thought of as new concepts, which may hold true in their integrated, holistic forms. However, the technological and psychological…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Media
Kaya, Mustafa; Saritas, Nazmi – Online Submission, 2019
It is aimed to compare the effects of the two different methods as balance training and wii fit balance games based on game technology on the balance functions of hearing-impaired individuals. 36 male born deaf individuals between the ages of 18-22 and playing sports actively have participated in the study. The first group consisted of the ones…
Descriptors: Psychomotor Skills, Hearing Impairments, Athletes, Males
Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
Neumann, Michelle M.; Merchant, Guy; Burnett, Cathy – Early Child Development and Care, 2020
Touch screen tablets are now widely available and due to the increasing use of these technologies in homes and early years centres, it is important to consider parent and teacher views about their use. This paper reports on an interview study which explored the perspectives of four parents of children aged 20-36 months and their two teachers in…
Descriptors: Handheld Devices, Parent Attitudes, Teacher Attitudes, Foreign Countries
Snodgrass, Jeffrey G.; Clements, Kaylin R.; Nixon, William Cody; Ortega, Cynthia; Lauth, Samantha; Anderson, Michelle – Field Methods, 2020
We present a qualitative data analysis framework that integrates perspectives from theme analysis, cultural models analysis, grounded theory, and content analysis. We demonstrate how these research traditions are united in their aim to, first, uncover meaningful themes and, subsequently, to understand those themes' relationships to each other. To…
Descriptors: Qualitative Research, Data Analysis, Content Analysis, Grounded Theory
Lux, Joelle-Denise; Budke, Alexandra – Education Sciences, 2020
The current socio-ecological challenges and phenomena that are major topics of geography education, like climate change and migration, are highly complex. Maturity in these contexts requires a networked way of thinking, and a systemic competence that is difficult to develop in geography classes alone. Digital games that simulate complex systems…
Descriptors: Geography Instruction, Computer Games, Computer Simulation, Informal Education
Poole, Frederick; Clarke-Midura, Jody – International Journal of Game-Based Learning, 2020
This systematic review presents a definition for digital games within the second/foreign language (L2) learning research field. This definition is used to identify games used in research in the last five years (2012-2017). Forty-nine studies were identified and then summarized by type of research, game genre employed, age, and size of sample…
Descriptors: Literature Reviews, Computer Games, Video Games, Second Language Learning
Heo, Moonseong; Wylie-Rosett, Judith – Journal of School Health, 2020
Background: Among adolescents, physical inactivity and unhealthy dietary habits are associated with being obese. We know little about how those are associated with trying to lose weight. Methods: We analyzed the 2013 Centers for Disease Control and Prevention (CDC) Youth Risk Behavior Surveillance data (N = 13,583) to examine how obesity and…
Descriptors: Obesity, Physical Activity Level, Eating Habits, High School Students