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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
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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
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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
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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
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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
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Byrne, Andrew M. – About Campus, 2020
Esports are a quickly spreading co-curricular setting for student involvement on college campuses. Many of the students who come to higher education institutions are already in these online virtual communities situated around competitive video games, which they can access from their dorm rooms and apartments. They communicate on headsets, and they…
Descriptors: Video Games, Athletics, Leadership, Cooperative Learning
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Marinescu, Maria-Cristina; Marzo, Jose L. – International Association for Development of the Information Society, 2020
Based on our positive, but limited experience with Jigsaw at the university level, half a year ago we initiated a more extensive experiment with a larger sample of students, and incorporating changes that relate back to some negative comments we have received during the previous course. Jigsaw is a collaborative inquiry-based learning technique…
Descriptors: Cooperative Learning, Inquiry, Teamwork, Active Learning
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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Constantia Charalampous – Educational Practice and Theory, 2024
Inclusion of students with marginalization tendencies has been one of the demands in the field of education over the last decades, but it remains unrealized. At the same time, our daily lives appear to have changed rapidly because of extensive use of digital media. This fact may have both positive and negative consequences. So, we were inspired to…
Descriptors: Inclusion, Minority Group Students, Secondary School Students, Longitudinal Studies
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Anders I. Mørch; Renate Andersen; Siv Eie; Louise Mifsud – International Journal of Computer-Supported Collaborative Learning, 2024
Teaching with virtual worlds provides new means for collaborative learning but creates challenges for teachers in terms of IT skills. To address these challenges, we developed a teaching model for using virtual worlds in classroom practices and applied it to Minecraft in several rounds of design-based research experiments. Our conceptual framework…
Descriptors: Cooperative Learning, Class Activities, Technology Uses in Education, Barriers
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Shujin Zhou; Wei Ding; Bowen Xiao; Yan Li – Early Child Development and Care, 2024
Screen time is now pervasive in the lives of preschool children, posing potential risks for sleep disturbances and behavioural problems. Therefore, the present study used a questionnaire to survey mothers (M[subscript age] = 35.56 years, SD = 3.62 years) of a total of 571 preschool children (M[subscript age] = 4.70 years, SD = 0.88 years; 44.70%…
Descriptors: Mothers, Preschool Children, Mother Attitudes, Kindergarten
Aaron Jakob Johnson – ProQuest LLC, 2024
Students studying in beginning level foreign language classrooms often lack the opportunity to speak spontaneously (Kogan, 2023). Task-Based Language Teaching (TBLT) is a pedagogical approach to language instruction that advocates for the use of tasks to develop learners' second/foreign language (L2) abilities. Games can act as tasks that prepare…
Descriptors: Russian, Second Language Learning, Second Language Instruction, Language Proficiency
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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
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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
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