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Oren, Mehmet; Pedersen, Susan; Butler-Purry, Karen L. – IEEE Transactions on Education, 2021
Contribution: This article presents the design of in-game tools to support learning within an educational video game and investigates the impact of tool usage on engineering students' performance in an introductory digital circuit design course. Background: Despite the level of appeal of video games to college students, there is a lack of…
Descriptors: Video Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Sandberg, Magnus H.; Silseth, Kenneth – E-Learning and Digital Media, 2021
Henrik Ibsen's play "Peer Gynt" digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction…
Descriptors: Computer Games, Classics (Literature), Educational Games, Role Playing
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McDaniel, Rudy; Telep, Peter – Journal of Technical Writing and Communication, 2021
This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design…
Descriptors: Video Games, Technical Writing, Online Courses, Teaching Methods
Magdalene Kate Moy – ProQuest LLC, 2021
This dissertation narrates the data corpus of a 3-year autoethnography of a gaming community that created a history-themed esports event, the EU4 LAN. Descriptive writing and thematic analysis was utilized to illustrate the enacted roles of EU4 LAN community's (I)dentities across its affinity network. The aim of this research has been to elucidate…
Descriptors: Self Concept, History Instruction, Knowledge Level, Role Playing
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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
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Fang, Menglin; Tapalova, Olga; Zhiyenbayeva, Nadezhda; Kozlovskaya, Svetlana – Education and Information Technologies, 2022
Digital gaming has become a regular part of life for today's pre-schoolers. Hence, there is a need to look at the integration of digital technology into the preschool education. The present study aims to examine the effect digital games have on children's behaviour and their social competence if played to reach an educational purpose (supervised…
Descriptors: Computer Games, Interpersonal Competence, Preschool Children, Foreign Countries
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Rusk, Fredrik; Ståhl, Matilda – Classroom Discourse, 2022
This study investigates the video game play of a multiplayer first-person shooter, Counter-Strike: Global Offensive, as part of an esports programme at a vocational school. The game environment is multilingual, and the focal participants are all Finnish-Swedish bilinguals who are proficient in English. The study focuses on the action of providing…
Descriptors: Video Games, Vocational Schools, Interaction, Teamwork
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Lee, Yong-Kwan – Youth & Society, 2022
This study examined allocation of adolescents' free time differs depending on financial and spatial availability by exploiting the exogenous change on the school day. Using Korea Time Use Survey data, I found that adolescents allocate free time created by Saturday without school to mainly leisure activities. I also found that adolescents' private…
Descriptors: Foreign Countries, Adolescents, Leisure Time, Student Behavior
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Koh, Caroline – International Journal of Disability, Development and Education, 2022
This paper provides a qualitative meta-analysis of the literature on the use of serious games to assist learners with intellectual and developmental disabilities. It aims to identify the research trends and the possible directions for future research. The study begins with a preliminary online search and selection of a sample of articles to…
Descriptors: Educational Games, Students with Disabilities, Intellectual Disability, Learner Engagement
Picton, Irene; Clark, Christina; Riad, Lara; Cole, Aimee – National Literacy Trust, 2022
Concern about the negative impact of the digital world on young people has increased in recent years (see, e.g., Department for Digital, Culture, Media and Sport [DCMS], 2021; United Nations, 2021). A growing body of research explores aspects of young people's online lives and mental wellbeing (see, e.g., Kandola et al., 2021, Kelly et al., 2018,…
Descriptors: Technological Literacy, Computer Mediated Communication, Well Being, Critical Literacy
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Sivrikova, Nadezhda V.; Ptashko, Tatyana G.; Perebeynos, Artem E.; Chernikova, Elena G.; Gilyazeva, Natalya V.; Vasilyeva, Victoria S. – Education and Information Technologies, 2020
Digital devices have become more widespread in recent years and children's interest in them has significantly changed their own learning habits. Individual interaction with digital devices in infancy and early childhood posits both benefits and risks in gaining informal learning experiences. The lack of relevant studies on the issue brings forward…
Descriptors: Infants, Young Children, Parent Role, Age Differences
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Marín-Díaz, Verónica; Sampedro-Requena, Begoña E.; López-Pérez, Magdalena – Education and Information Technologies, 2020
Working with videogames in class is becoming a normal reality which truly depends on the vision that the teacher possesses about it. But what do receptive students really think about the education mediated by videogames? The current paper introduces the assessment that a group of students from Secondary Education has done (N = 207) about the usage…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
Picton, Irene; Clark, Christina – National Literacy Trust, 2020
In 2019, the authors conducted a survey of 4,626 young people aged 11 to 16 to explore young people's literacy-related interactions both within, and in relation to, video games. Given the suddenly changed environment due to the COVID-19 pandemic, they were keen to capture any possible changes to young people's behaviours around video game playing…
Descriptors: Video Games, Literacy, COVID-19, Pandemics
Craig Thorburn – ProQuest LLC, 2023
Language learners need to map a continuous, multidimensional acoustic signal to discrete abstract speech categories. The complexity of this mapping poses a difficult learning problem, particularly for second language learners who struggle to acquire the speech sounds of a non-native language, and almost never reach native-like ability. A common…
Descriptors: Second Language Learning, Second Language Instruction, Video Games, Acoustics
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