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Keyes, Aislyn Anne Dewathe – ProQuest LLC, 2023
Human-driven threats are changing biodiversity and impacting ecosystem services (i.e., nature's contributions to society, henceforth 'services'). The consequences of biodiversity change for ecosystems and people are hard to predict because the loss of one species can trigger secondary extinctions of additional species when species interact (e.g.,…
Descriptors: Ecology, Biodiversity, Animals, Food
Leah Hardesty – ProQuest LLC, 2023
This qualitative research study explored levels of social presence in Second Life (virtual world) associated with phases of knowledge construction. The study explored images and data collected from users at two discussion-based activities. The findings revealed the three levels of social presence, according to the Interactional Process Model of…
Descriptors: Learning, Computer Simulation, Interpersonal Relationship, Interaction
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Hughes, Rebecca – Gender and Education, 2022
Free, online games tailored specifically for girls have carved out a burgeoning niche in a marketplace that has traditionally catered to the interests of boys. However, girls' games may have a negative impact not only on girls' perceptions of their gendered roles in society, but also on their attitudes towards their future career choices. Using…
Descriptors: Gender Issues, Video Games, Sex Role, Females
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Cayari, Christopher – International Journal of Music Education, 2022
Music is an integral part of video games and the cultures that surround them, and the sound of video games enhances the user's immersive game-play experience. Video game music (VGM) inspires performance and the creation of derivative music in both online and offline contexts. This study was conducted to explore how musicians perceived how helpful…
Descriptors: Learning Strategies, Video Games, Music, Conferences (Gatherings)
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Iva Sarifah; Ahmad Muhajir; Arita Marini; Gusti Yarmi; Desy Safitri; Leola Dewiyani – Journal of Education and Learning (EduLearn), 2025
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders' learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This…
Descriptors: Telecommunications, Handheld Devices, Grade 5, Student Interests
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Brady L. Nash – English Journal, 2025
Drawing from the author's own teaching, this article explores beginning steps for incorporating video games in English classrooms and details the logistical and pedagogical challenges that occur when teachers include digital interactive texts in the curriculum.
Descriptors: Teaching Methods, Video Games, English Instruction, English Teachers
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Maide Orçan Kaçan; Ilayda Kimzan – Journal of Educational Computing Research, 2025
This study aimed to investigate the impact of Learning Trajectories (LT[superscript 2])-based games on the mathematical learning of four-year-old kindergarteners. The research employed the ADDIE paradigm, incorporating a pre-test, post-test, and a control group experimental design. The sample group comprised 30 children--15 in the experimental…
Descriptors: Foreign Countries, Educational Games, Mathematics Instruction, Kindergarten
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Rebecca Casciano – Grantee Submission, 2025
This study evaluated the implementation and impact of the School of Interactive Arts (SIA), a scalable, in-class instructional model designed to introduce high school students to computer science and video game design through a virtual platform called Ghost School. Conducted in New York City Department of Education public high schools, the study…
Descriptors: Program Implementation, Program Evaluation, Program Effectiveness, High School Students
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John L. McKenna; Yu-Chi Wang; Coleen R. Williams; Kerry McGregor; Elizabeth R. Boskey – Journal of LGBT Youth, 2024
Transgender and gender diverse (TGD) adolescents experience mental health challenges at higher rates than cisgender peers due to a combination of minority stress and gender dysphoria. Many TGD youth use video games to cope with stress and access informal networks of support. However, very little is known about the potential positive influence…
Descriptors: LGBTQ People, Sexual Identity, Adolescents, Video Games
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Eng How Lim; Sompatu Vungthong; Wannapa Trakulkasemsuk – LEARN Journal: Language Education and Acquisition Research Network, 2024
With the advent of online gaming becoming such an inherent part of popular culture, the issue of toxicity, particularly in online competitive games, has never been more relevant. In the /all chat, however, where communication between players of opposing teams is expected to be hostile, there have been debates in community forums about whether that…
Descriptors: Synchronous Communication, Negative Attitudes, Video Games, Computers
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Eva Cerezo; Teresa Coma-Rosello; Antonio Aguelo; Ana Cristina Blasco-Serrano; Maria Angeles Garrido – IEEE Transactions on Learning Technologies, 2024
Intergenerational games to be played by grandparents and their grandchildren can be mutually beneficial for both age groups: breaking with age stereotypes, linking the learning and leisure needs of both generations and encouraging communication, solidarity, and social connectedness between generations. Due to the COVID-19 pandemic, it was…
Descriptors: Intergenerational Programs, Interaction, Information Technology, Story Telling
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Wanlin Xie; Jinjin Lu; Xunyi Lin – Early Child Development and Care, 2024
This meta-analysis aimed to investigate whether screen exposure is beneficial or detrimental for early language development. A total of 28 eligible studies were synthesized to examine the correlation between screen exposure (including screen time, educational programme viewing, co-viewing, and start age of screen exposure) and language development…
Descriptors: Computer Use, Language Acquisition, Young Children, Correlation
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Arturo Cortez; José Ramón Lizárraga; Edward Rivero – Reading Research Quarterly, 2024
This article reports on findings from a social design-based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to…
Descriptors: Algorithms, Artificial Intelligence, Latin American Culture, Literacy
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Zhaoyang Xiong; Junjie Gavin Wu; Kean Wah Lee – International Journal of Computer-Assisted Language Learning and Teaching, 2024
Digital games have gained significant attention in the field of language education. Among various educational applications, research on digital game-based vocabulary learning (DGBVL) has seen a marked increase in interest and exploration. This study presents a scientometric review based on bibliometric data from the Scopus and Web of Science Core…
Descriptors: Video Games, Game Based Learning, Vocabulary Development, Educational Research
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Cassandra DiRienzo; Karen Oehme; Kelly Cooper; Elizabeth Ray – International Journal on E-Learning, 2024
Because e-learning encompasses such a wide array of learning methods and tools, its components lend themselves to boundless applications. This study describes one such frontier of e-learning: its use in raising awareness of crucial social issues. Specifically, we describe the development of the first human trafficking awareness e-learning game…
Descriptors: Electronic Learning, Consciousness Raising, Social Problems, Video Games
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