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Mason, Derritt – Teaching & Learning Inquiry, 2021
This article explores the pedagogical usefulness of "Let's Play" videos (LPs), a wildly popular paratext in which video gamers record and narrate their gameplay. I designed and implemented an LP creation assignment in two English Literature classes that focused on digital children's literature and culture. I imagined my LP assignment as…
Descriptors: Video Games, Video Technology, Protocol Analysis, Assignments
Öntürk, Yavuz; Güvendi, Burcu; Keskin, Burçak; Kandaz Gelen, Nuran – Education Quarterly Reviews, 2021
Nowadays, digital games have become a part of the daily lives of individuals, and accordingly, the virtual world phenomenon, especially in the young population, has emerged. This phenomenon causes digital game users to experience other worlds as well as their real lives. The experiences of individuals through games in the virtual environment, on…
Descriptors: Foreign Countries, Educational Games, Video Games, Student Attitudes
Stufft, Carolyn J.; von Gillern, Sam – Journal of Adolescent & Adult Literacy, 2021
This article explores the written reflections and multimodal analyses of 31 middle school students who engaged with video games as texts. For four consecutive days, students spent 30 minutes playing video games and then 30 minutes writing reflections on their experiences and perceptions, resulting in 124 total reflections. Students focused on how…
Descriptors: Learning Modalities, Learning Processes, Associative Learning, Game Based Learning
Kirankumar, Veena; Sung, Hanall; Swart, Michael; Kim, Doy; Xia, Fangli; Kwon, Oh Hoon; Nathan, Mitchell; Walkington, Candace – Grantee Submission, 2021
This study looks at how students embody their ideas about geometry conjectures and how those ideas travel within and between student groups. In one classroom of a Title 1 high school, students participated in a three-part program in which they: (1) played "The Hidden Village," a motion-capture video game where they assess the veracity of…
Descriptors: Geometry, Mathematics Instruction, High School Students, Video Games
Bashandy, Hamza – American Journal of Play, 2020
Investigating the potential of video games as an aid to community mapping and participatory architectural design, the author discusses the use of the sandbox game "Minecraft" by the Block by Block Foundation in collaboration with Mojang Studios, Microsoft, and UN-Habitat for three projects--Model Street (Dandora Phase 2, in Nairobi,…
Descriptors: Video Games, Cartography, Building Design, Community Involvement
Potter, John; Cowan, Kate – Global Studies of Childhood, 2020
This article takes as its starting point a recognition of play as meaning-making, and the playground as a rich and dynamic 'meaning-makerspace' where children draw moment-to-moment, rapidly and readily on the multiple resources available to them to make signs of their interest evident. These resources are drawn from their own lifeworlds, folkloric…
Descriptors: Play, Playgrounds, Elementary School Students, Video Games
Avvisati, Francesco; Borgonovi, Francesca – Large-scale Assessments in Education, 2023
Written instructions seldom need to be read when playing videogames. Instead, gaming often involves early information foraging and expansive exploration behaviors. We use data from the Programme for International Student Assessment (PISA) to explore whether students who regularly play videogames (daily gamers) adopt behaviors that are typical of…
Descriptors: Video Games, Science Process Skills, Problem Solving, Discovery Learning
Sghari, Amira; Bouaziz, Fatma – Interactive Technology and Smart Education, 2023
Purpose: This paper aims to focus on the intention to use of the Backstage game by teachers delivering entrepreneurship course at Tunisian public universities. A research model was developed based on a literature review of the variables that would affect the intention to use this game. Design/methodology/approach: Data were collected by survey…
Descriptors: Educational Games, Game Based Learning, Intention, College Faculty
Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
Alshammari, Ali – Interactive Learning Environments, 2023
Research relevant to Captology in education is in its infancy. Despite its relative newness, a dearth of literature exists on the subject that addresses the design of a persuasive game for educational purposes. Up to this point, the literature does not include any instructional design theories or theoretical frameworks that can be used…
Descriptors: Game Based Learning, Theories, Game Theory, Design
Jeff Bender – ProQuest LLC, 2023
At an unrivaled and enduring pace, computing has transformed the world, resulting in demand for a universal fourth foundation beyond reading, writing, and arithmetic: computational thinking (CT). Despite increasingly widespread acceptance of CT as a crucial competency for all, transforming education systems accordingly has proven complex. The…
Descriptors: Addictive Behavior, Game Based Learning, Evaluation Methods, Computation
Keehl, Oleksandra G. – ProQuest LLC, 2023
People have many reasons to want to learn a foreign language: some want to enjoy foreign media in its original form, some need it for business or travel, personal enrichment, and so on. Roughly 1/6 of Earth's population's learn languages with logographic writing systems (LWS) such as Chinese, Japanese and Korean as their native tongues. These…
Descriptors: Japanese, Korean, Second Language Learning, Second Language Instruction
Jose´ Nunes da Silva Ju´nior; Antonio Jose´ Melo Leite Junior; Maria Clara Alexandre; Francisco Serra Oliveira Alexandre; Lucas Lima da Silva; Jean-Yves Winum – Journal of Chemical Education, 2023
This report details the design of an online trilingual (English, French, and Portuguese) interactive virtual board game and its implementation at the Federal University of Ceará in Brazil. It was used as a fun alternative to assist chemistry and pharmacy undergraduate students in reviewing introductory concepts to organic reactions: enthalpy,…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Chemistry
Maree Howard; Shahid A. Akhund – International Journal of Child Care and Education Policy, 2024
Background: Many governments worldwide have established guidelines regarding children's physical activity and sedentary behaviors linked to positive health outcomes. While research has established low adherence to these guideline levels, it is unclear whether parents' knowledge, perceptions, and support around these behaviors might be barriers to…
Descriptors: Children, Parents, Knowledge Level, Parent Attitudes
Fitzpatrick, Caroline; Boers, Elroy – Health Education & Behavior, 2022
Youth today spend a tremendous amount of time with digital media. The purpose of the present study was to estimate developmental associations between screen media use between the ages of 15 and 17 and corresponding changes in prosocial behavior. Participants (N = 1,509) were part of the Quebec Longitudinal Study of Child Development, a…
Descriptors: Foreign Countries, Adolescents, Mass Media Use, Prosocial Behavior

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