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Fanjul-Peyró, Carlos; González-Oñate, Cristina; Peña-Hernández, Pedro-Jesús – Comunicar: Media Education Research Journal, 2019
The eGames business (online video games) in Spain generated more than 1.8 trillion euros in profits in 2016. Advertising is no stranger to the potential of this market, and brands study the best ways of approaching and adapting to the world of eGames. In this report, we analyze which the most effective advertising strategies for brands in the…
Descriptors: Foreign Countries, Computer Games, Video Games, Advertising
Levy, Christopher – ProQuest LLC, 2019
The purpose of this qualitative case study research is to understand the professional development needed for elementary school (Grades K-6) educators to effectively teach computer science as part of the Computer Science for All initiative. Two research statements guided this study: Professional development training is needed for Florida elementary…
Descriptors: Faculty Development, Elementary School Teachers, Computer Science Education, Educational Technology
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Homer, Bruce D.; Plass, Jan L.; Rose, Maya C.; MacNamara, Andrew; Pawar, Shashank; Ober, Teresa M. – Grantee Submission, 2019
"Executive function" (EF), critical for many developmental outcomes, emerge in childhood and continue developing into early adulthood (Blakemore & Choudhury, 2006). During adolescence there are important developments in "Hot EF," which involves using EF in emotionally salient contexts (Zelazo & Carlson, 2012). The…
Descriptors: Executive Function, Cognitive Ability, Age Differences, Prior Learning
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Williams-Pierce, Caro; Plaxco, David; Reimer, Paul N.; Simpson, Amber; Orrill, Chandra Hawley; Burke, James P.; Sinclair, Nathalie; Guyevskey, Victoria; Ellis, Amy B.; Dogan, Muhammed F. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Mathematical play has a fairly short history, with strong roots further back in time (e.g., Papert, Montessori), and understanding the role of mathematical play from early childhood to adulthood is, as yet. unmapped. This working group will build on the success of last year's working group and continue to provide a community space to explore and…
Descriptors: Mathematics Instruction, Play, Mathematics Activities, Age Differences
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Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
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Sperano, Isabelle; Shaw, Ross; Andruchow, Robert; Cobzas, Dana; Efird, Cory; Brookwell, Brian; Deng, William – Scholarship and Practice of Undergraduate Research, 2020
In a three-year, practice-based, creative research project, the team designed a video game for undergraduate biology students that aimed to find the right balance between educational content and entertainment. The project involved 7 faculty members and 14 undergraduate students from biological science, design, computer science, and music. This…
Descriptors: Video Games, Biology, Undergraduate Students, Science Instruction
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Dimitra, Kirstavridou; Konstantinos, Kousaris; Christina, Zafeiriou; Katerina, Tzafilkou – European Educational Researcher, 2020
The interest towards game-based learning (GBL) is continuously growing worldwide. However, several countries still face difficulties to efficiently implement GBL approaches in their Educational Institutions. This literature review is focused on the identification of the main types of GBL approaches that have been recently implemented in…
Descriptors: Foreign Countries, Game Based Learning, Teaching Methods, Educational Games
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Christopher, Adam – International Journal on E-Learning, 2020
There are two important dimensions to successful second language learning: what goes on inside the classroom and what goes on outside of the classroom (Richards, 2015). This paper investigates smartphone use for online learning of English among Japanese university students using online surveys and semi-structured interviews. The investigation…
Descriptors: English (Second Language), Second Language Learning, Telecommunications, Handheld Devices
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Jozkowski, Amanda C.; Cermak, Sharon A. – International Journal of Developmental Disabilities, 2020
Background: Young adults with autism spectrum disorder (ASD) are at increased risk for a sedentary lifestyle and its associated health problems. In neurotypical (NT) individuals, social participation and enjoyment are related to physical activity engagement. Exergaming has been shown to increase energy expenditure compared to traditional video…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship
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Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
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Parong, Jocelyn; Wells, Ashleigh; Mayer, Richard E. – Journal of Educational Psychology, 2020
Executive function is the set of cognitive skills needed for goal directed behavior and is a strong predictor of academic success (Best, 2014). The present study examines the effectiveness of a custom video game designed to train the executive function skill of shifting--being able to efficiently shift attention from 1 task to another. In…
Descriptors: Replication (Evaluation), Game Based Learning, Video Games, Executive Function
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Marlatt, Rick – Journal of Education, 2020
This article conceptualizes a framework for understanding the discourse and literacy practices generated by players of the video game, Fortnite. As a teacher educator interested in studying how multiliteracies cultivated in social settings can be leveraged toward academic success, my two objectives for this theoretical article are to examine how…
Descriptors: Video Games, Communities of Practice, Multiple Literacies, Reading Comprehension
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Seidel, Sebastian; Bettinger, Patrick; Budke, Alexandra – Education Sciences, 2020
In Germany, 93% of young people between the ages of 10 and 18 play video games daily. Political geography, in particular popular geopolitics, have found that video games can help to establish and develop people's understanding of geopolitics. Consequently, this affects geography education, providing both challenges and opportunities for teaching.…
Descriptors: Video Games, Human Geography, Geography Instruction, Barriers
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Callaghan, Melissa N.; Reich, Stephanie M. – International Journal of Mobile and Blended Learning, 2020
Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design--including visuals, feedback, scaffolding…
Descriptors: Preschool Children, Developmentally Appropriate Practices, Educational Games, Design
Nurmukhamedov, Ulugbek, Ed.; Sadler, Randall, Ed. – TESOL Press, 2020
For young learners to adults, "New Ways in Teaching with Games" offers over 90 fresh activities -- each with video instruction -- that involve play and games that will enrich your EFL and ESL classrooms. This innovative volume: (1) Introduces traditional, online, and commercial games and explains how they can be used to practice…
Descriptors: Teaching Methods, Learning Activities, Video Technology, Play
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