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Akyar, Begum Canaslan; Sapsaglam, Özkan – Discourse and Communication for Sustainable Education, 2019
Today's children are born into a digital world and are exposed to various electronic devices and digital contents both in the home environment and other environments since the first years of life. Children, who are a natural recipient of the environment in which they live, are exposed to the effects of the digital world at different levels and…
Descriptors: Preschool Children, Parents, Gender Differences, Computer Use
Aierbe, Ana; Oregui, Eider; Bartau, Isabel – Digital Education Review, 2019
The study examines the parental perception of the use of video games by their preadolescent children, as well as parental beliefs, mediation practices and difficulties they encounter. In total, 186 parents have participated. The results, gathered in the quantitative and qualitative phase, reveal differences in parental perception according to the…
Descriptors: Video Games, Preadolescents, Gender Differences, Age Differences
Ferguson, Sarah – Mathematics Teaching in the Middle School, 2019
Building sets, video games, and scatterplots may seem unrelated, but when they are combined into a problem-based learning (PBL) lesson, these elements join to create a unique learning experience. PBL lessons drive instruction by focusing learning and activities around a central challenge or question while providing a relevant, captivating, and…
Descriptors: Mathematics Instruction, Teaching Methods, Problem Based Learning, Problem Solving
Suki, Norazah Mohd; Suki, Norbayah Mohd – Technology, Knowledge and Learning, 2019
This study examines the structural relationships at work when embedding role-play games in a class for Japanese language proficiency. It does so by applying the Technology Acceptance Model, and the Unified Theory of Acceptance and Usage of Technology as its guiding principles. The setting was a Malaysian public university and the subjects, 200…
Descriptors: Role Playing, Educational Games, Video Games, Teaching Methods
Bourchtein, Elizaveta; Langberg, Joshua M.; Cusick, Caroline N.; Breaux, Rosanna P.; Smith, Zoe R.; Becker, Stephen P. – Grantee Submission, 2019
Objectives: This study used a multi-informant approach to examine differences in types and rates of technology used by adolescents with and without attention-deficit/hyperactivity disorder (ADHD), associations between technology use and sleep/daytime sleepiness, and whether technology use was differentially related to sleep/daytime sleepiness in…
Descriptors: Computer Use, Sleep, Adolescents, Attention Deficit Hyperactivity Disorder
Reinhardt, Jonathon – New Language Learning and Teaching Environments, 2019
This book offers a comprehensive examination of the theory, research, and practice of the use of digital games in second and foreign language teaching and learning (L2TL). It explores how to harness the enthusiasm, engagement, and motivation that digital gaming can inspire by adopting a gameful L2TL approach that encompasses game-enhanced,…
Descriptors: Game Based Learning, Second Language Learning, Second Language Instruction, Teaching Methods
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
Herrero, Carmen – Research-publishing.net, 2019
As students are becoming avid online media consumers and creators, participatory culture has shifted the focus of literacy from one of individual expression to one of community involvement (Chan & Herrero, 2010, p. 10). Taking into consideration the challenges and opportunities derived from the integration in formal settings (secondary and…
Descriptors: Multiple Literacies, Second Language Learning, Second Language Instruction, Secondary School Students
Lisa Gilbert – Theory and Research in Social Education, 2019
Research into students' interactions with historical video games is limited and tends to focus on teacher mediation. As a result, little is known about the meanings that students independently construct as they consume this form of media. This qualitative interview study uses "Assassin's Creed," a narrative video game with a historical…
Descriptors: Video Games, History, Empathy, Story Telling
Sumeyra, Akkaya; Burcu, Gezer Sen; Metin, Kapidere – World Journal on Educational Technology: Current Issues, 2021
This article provides an overview of the relationship between parents' multidimensional parenting styles and digital parenting awareness levels. The article summarizes the structure of parenting styles that exist with the social changes in the 21st century and the research findings on parents' awareness levels. In the study, the relational…
Descriptors: Parenting Styles, Knowledge Level, Correlation, Positive Reinforcement
Sung, Hanall; Swart, Michael I.; Nathan, Mitchell J. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2021
In this study, we devised research design that provides pre-service teachers to effectively experience embodied geometric thinking with the goal that it will impact teachers' instruction to students in their classrooms. Using a motion-capture video game and design tool, we offered opportunities for pre-service teachers to experience of performing…
Descriptors: Geometry, Mathematics Instruction, Preservice Teachers, Teacher Education Programs
Weintrop, David; Wilensky, Uri – Educational Technology, 2016
Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…
Descriptors: Video Games, Teaching Methods, Programming, Computer Science
Jaffee, Laura Jordan – Policy Futures in Education, 2016
A slew of recent news coverage has reported favorably on the use of virtual reality video games as a treatment for post-traumatic stress disorder (PTSD) in U.S. soldiers returning from Iraq and Afghanistan. Drawing on critical disability studies work, this paper argues that such depictions (re)produce a depoliticized framework for understanding…
Descriptors: Posttraumatic Stress Disorder, Foreign Policy, Computer Simulation, War
Wiggins, Bradley E. – International Journal of Game-Based Learning, 2016
This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital…
Descriptors: Computer Games, Simulated Environment, Video Games, Educational Games
Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices