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Kocurek, Carly – American Journal of Play, 2017
The author discusses how, in practice, historians often obscure the effect of women's lives, work, and contributions on their topic, and she takes special note of video game history. Using both history and film studies as examples, she argues that games historians can and should adopt feminist viewpoints to help ensure a fuller, more diverse…
Descriptors: Females, Video Games, Films, History
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Martin, Crystle – Knowledge Quest, 2017
A growing body of research focuses on the impact of video games and coding on learning. The research often elevates learning the technical skills associated with video games and coding or the importance of problem solving and computational thinking, which are, of course, necessary and relevant. However, the literature less often explores how young…
Descriptors: Video Games, Coding, Youth Programs, Youth Opportunities
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Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih – British Journal of Educational Technology, 2017
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…
Descriptors: Multivariate Analysis, Grade 7, Quasiexperimental Design, Research Design
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Libertus, Melissa E.; Liu, Allison; Pikul, Olga; Jacques, Theodore; Cardoso-Leite, Pedro; Halberda, Justin; Bavelier, Daphne – AERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain. Here we asked whether action video game training would impact a range of mathematical abilities that rely on similar brain regions. Twenty-four…
Descriptors: Video Games, Adults, Teaching Methods, Attention
McCain, Amanda – ProQuest LLC, 2017
This dissertation presents an interpretative content analysis of the "Framework for Success in Postsecondary Writing." A joint publication from major professional organizations in the field of composition studies, the "Framework" articulates the principles of the field in response to assessment standards. Composition scholars,…
Descriptors: Writing (Composition), Content Analysis, Models, Success
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Fontana, Matthew T. – Journal of Chemical Education, 2020
Social distancing during the COVID-19 pandemic presents mental health and academic obstacles for students. As mental health can strongly influence academic performance, addressing the loss of community by transitioning to distance education, midsemester, is imperative. This work draws upon the community and wellness benefits associated with online…
Descriptors: Science Instruction, Videoconferencing, Video Games, Educational Games
Walkington, Candace – Grantee Submission, 2020
This paper responds to a 2016 systematic literature review of the research on learning games by Ke (2016). The review paper unpacked the idea of intrinsic integration in learning games, analyzing important emergent themes. The key ideas and the value of this review are discussed in the context of the recent shift to virtual instruction. The…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Flecha, Ramon, Ed.; Pulido, Cristina, Ed.; Villarejo, Beatriz, Ed.; Racionero, Sandra, Ed.; Redondo, Gisela, Ed.; Torras, Elisabeth, Ed. – European Commission, 2020
Students, teachers, families and other community members use digital technology as an educational tool in formal, non-formal and informal learning environments. While its use is widespread, increasing concern has emerged about its effects on children, particularly in relation to their empathy and attention capacity, as these dimensions are crucial…
Descriptors: Influence of Technology, Children, Empathy, Attention
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Barringer, Daniel F.; Plummer, Julia D.; Kregenow, Julia; Palma, Christopher – Physical Review Physics Education Research, 2018
[This paper is part of the Focused Collection on Astronomy Education Research.] An increased interest in using video games in educational contexts has led to many innovations in both formal and informal environments. Educational researchers, instructional designers, and educators have sought and developed ways to incorporate video games or…
Descriptors: Introductory Courses, Astronomy, Online Courses, Teaching Methods
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Marlatt, Rick – Journal of Adolescent & Adult Literacy, 2018
This article describes a recent teacher researcher's investigation of digitized literature study at a Midwestern U.S. high school during the 2015-2016 school year that explored the use of digital literacies to support student-centered literary analysis. Digital literacy practices position literature students to connect with texts in authentic…
Descriptors: High School Students, Asian American Students, Literary Criticism, Student Centered Learning
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Byun, JaeHwan; Joung, Eunmi – School Science and Mathematics, 2018
Digital games (e.g., video games or computer games) have been reported as an effective educational method that can improve students' motivation and performance in mathematics education. This meta-analysis study (a) investigates the current trend of digital game-based learning (DGBL) by reviewing the research studies on the use of DGBL for…
Descriptors: Video Games, Computer Games, Educational Games, Elementary Secondary Education
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Gorman, Thomas E.; Gentile, Douglas A.; Green, C. Shawn – American Journal of Play, 2018
As the popularity of video games has risen so too has the worry about the problems associated with playing them. The authors review the research concerning problem gaming, its similarity to some clinical addictions like gambling and drug and alcohol abuse, and current treatment options. They conclude that, regardless of how researchers and medical…
Descriptors: Video Games, Addictive Behavior, Mental Disorders, Clinical Diagnosis
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Bushman, Brad J. – Teaching of Psychology, 2018
Although violent entertainment has existed for centuries, the media have made it more accessible than ever before. In modern societies, people are immersed in media, like fish in water. Using hand-held devices, people can consume media just about anywhere they want, anytime they want. Moreover, violence is a common theme in the media, and research…
Descriptors: Violence, Mass Media, Mass Media Effects, Video Games
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Horowitz, Kenneth S. – American Journal of Play, 2019
The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communication skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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