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Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
Turel, Yalin Kiliç; Dokumaci, Özlem – Participatory Educational Research, 2022
In today's learning society, use of media and technology affects students in all educational levels. There are a number of studies conducted among university students in this context. However, adolescents, who are sensitively exposed to the negative effects of the excessive use of media and technology, have been neglected. The aim of this study is…
Descriptors: Academic Achievement, Adolescents, Middle School Students, High School Students
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
Xie, Linghao; Wang, Zhidan; Yu, Zhou; Fong, Frankie T. K. – Early Child Development and Care, 2022
This study tested potential mediating effects of household screen media experience (HSME) on the relationship between SES and six aspects of preschooler's sociality: social cognition, independence, aggression, social adaptivity, peer relationship and emotional control. A total of 471 parents of 3- to 6-year-old children completed an online…
Descriptors: Preschool Children, Family Life, Mass Media Use, Television Viewing
Jose´ Nunes da Silva Ju´nior; Jean-Yves Winum; Andrea Basso; Luca Gelati; Lisa Moni; Antonio Jose´ Melo Leite Junior; Jair Mafezoli; Da´vila Zampieri; Francisco Serra Oliveira Alexandre; Kimberly Benedetti Veja; Andre´ Jalles Monteiro – Journal of Chemical Education, 2022
This paper provides information about a multilingual (Portuguese, English, Spanish, Italian, and French) virtual card game for computers and smartphones. Facing the disruption caused by the COVID-19 pandemic, this game allows students to play remotely or face-to-face with friends in a fun and cooperative environment and review the topics related…
Descriptors: Organic Chemistry, Scientific Concepts, Educational Games, Video Games
Samuel Lackey – ProQuest LLC, 2022
The problem of practice (PoP) in this dissertation in practice (DiP) focuses on the lack of motivation and engagement exhibited by career technical education (CTE) students within the traditional high school chemistry classroom as a response to textbook and teacher-centered pedagogy. This qualitative action research study utilizes a game-based…
Descriptors: Game Based Learning, Student Motivation, Learner Engagement, High School Students
Jessica J. Caswell – ProQuest LLC, 2023
This study explored parental and teacher perceptions of excessive technology and screen time and elementary students' academic performance, attention, addictive behaviors, behavior problems, and social interactions. This study's purpose was to gather teacher and parental input to understand the perceptions of how excessive technology and screen…
Descriptors: Parents, Elementary School Teachers, Elementary School Students, Computer Use
Buffington, Larah; Rosengrant, David – Physics Teacher, 2020
My first year teaching physical science I (LB) had a young man whom we shall call John in class. He had been sitting silently, doing nothing most of the first quarter of school. I had seen little in the way of written work from him. John's daily grades were continually zero after zero and his assessment grades were equally abysmal. Calls to mom…
Descriptors: Science Instruction, Teaching Methods, Individualized Instruction, Students with Disabilities
Krystyl Dumas III – ProQuest LLC, 2020
The focus of this pragmatic quasi-experimental quantitative case intervention study was to explore the impact of complex video games on academic fatigue on community college Calculus 1 students. The research study was driven by one question. What impact, if any, does the use of complex video games have on academic fatigue from pretest to posttest…
Descriptors: Burnout, Measures (Individuals), Community College Students, Mathematics Education
Evaldsson, Ann-Carita – International Journal for Research on Extended Education, 2021
In this study, particular focus is on micro-ethnographic studies of children's peer play-in-action and how children create shared peer cultures through their collaborative performances in situated game activities. It will be shown how children create micro dramas in play that serve as cultural frameworks to i) dramatize and transform experiences…
Descriptors: Play, Peer Relationship, Foreign Countries, Games
Yildirim, Zehra; Baran, Medine – Education and Information Technologies, 2021
The present study examined the influence of the method of physical activity games and digital games on 9th-grade students' achievements in a physics lesson. In the study, the semi-experimental design was used. The study group was made up of secondary school 9th-grade students from three different groups at a public school. The 1st experimental…
Descriptors: Physical Activities, Games, Video Games, Grade 9
Yousuf, Mustafa S.; Harvey, Heather Lea; Parahoo, Sanjai K.; Ziadeh, Basil Shawkat; Kilani, Muna; Al-Kamil, Eman – International Journal of Child Care and Education Policy, 2021
The proliferation of electronic content and limited exposure of children to books in Jordan has made both parents and health-care providers more concerned about healthy child development. This research aimed to determine if pediatric primary prevention programs were helpful in reducing screen-time and improving reading habits of children in…
Descriptors: Prevention, Program Effectiveness, Pediatrics, Parent Education
Layne, Todd; Yli-Piipari, Sami; Knox, Tony – Education 3-13, 2021
The study examined the effectiveness of a 4-week classroom-based, technology-assisted physical activity break program on elementary students' reaction time, response inhibition control, and mathematics performance. Participants included 40 (8-9-year-old) elementary school students located in the mid-south United States (US) who were…
Descriptors: Physical Activities, Recess Breaks, Class Activities, Elementary School Students
Arredondo-Trapero, Florina Guadalupe; Vázquez-Parra, José Carlos; González-Martínez, Martín De Jesús – On the Horizon, 2021
Purpose: The aim of this study is to analyse teachers' perceptions of information and communication technologies (ICT) and the effect they have on their students, comparing male and female teachers in rural and urban areas of Mexico. Design/methodology/approach: This is a quantitative study with a validated questionnaire that records the…
Descriptors: Foreign Countries, Teacher Attitudes, Educational Technology, Technology Uses in Education
Bag, Hasan; Çalik, Muammer – Physics Education, 2021
The aim of this study is to design an argumentation-based educational digital game to teach the subject of force. Through a design-based research method, each game section includes the argumentation questions that foster students to think about the 'force' subject. We pilot studied the game with 12 grade 4 students in a state primary school. After…
Descriptors: Science Instruction, Teaching Methods, Persuasive Discourse, Educational Games

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