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Akbar, Fitrawan; Kusumasari, Bevaola – Policy Futures in Education, 2022
The study of video games can be fun, and it is interesting to see what players can explore inside video games. This paper explores public policy practice and its political content or aspects in video games. The very idea itself may sound vague and unclear; can such a thing be found inside a mere video game? To strengthen the argument of what kind…
Descriptors: Public Policy, Video Games, Political Influences, Ideology
Toh, Weimin; Lim, Fei Victor – Research and Practice in Technology Enhanced Learning, 2022
This paper explores the implications of youths' out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the…
Descriptors: Video Games, Teaching Methods, Leisure Time, Critical Thinking
Johnson, Kim S. – ProQuest LLC, 2022
A leadership gender gap exists in politics, business, and higher education, and there appears to be one in collegiate esports. Researchers have conducted studies on some aspects of esports; however, we know little about women's experiences leading collegiate esports programs. The purpose of this qualitative study--a descriptive (transcendental)…
Descriptors: Experience, Females, Video Games, College Athletics
Benjamin Gentry – ProQuest LLC, 2021
Currently, in traditional higher education courses, the design of failure and its perceived and applied consequences have created an atmosphere of learning where students are often afraid to explore, try, and engage. Furthermore, when the same students do attempt goals and are met with failure, they are often dejected and demotivated. Yet, the…
Descriptors: Student Experience, Gamification, College Students, Failure
Abdullah Atan – International Journal of Early Years Education, 2024
The COVID-19 pandemic has had serious effects on children in early childhood as well as on all age groups. Detecting and examining these effects with various studies is vitally important. Hence, current research aims to examine the relationship between digital play addiction tendencies and psychological well-being levels of 5- to 6-year-old…
Descriptors: Young Children, COVID-19, Pandemics, Well Being
Kenneth Pettersen; Christian Ehret – Journal of Literacy Research, 2024
Today, digital media technologies are ubiquitous and mundane, making the relationship between digital and analog messy and porous. This postdigital condition prompts new analyses of how young children's local encounters with digital media technologies unfold, and how their relationships with digital media technologies carry on after they leave…
Descriptors: Digital Literacy, Friendship, Social Development, Foreign Countries
Maria Impedovo; Anne-Marie Cederqvist – Research in Science & Technological Education, 2024
Background: There is a growing interest in the complexity of socio-materiality-making activities in educational and everyday settings. Indeed, maker-centered learning is considered as a socio-materially embodied process in which artifacts and social and emotional dimensions are interconnected. The making process is also found in everyday life when…
Descriptors: Shared Resources and Services, STEM Education, Sustainable Development, Learning Activities
Mohammed Ali Alkahtani – International Journal of Developmental Disabilities, 2024
Background: Using games as a medium to master certain learning outcomes enables students to explore and understand the world around, which is important for students with intellectual disabilities. The purpose of this study was to gain insight into the potential effects of online games on social interaction of adolescents with intellectual…
Descriptors: Parent Attitudes, Adolescents, Interpersonal Relationship, Interaction
Tan Ming Kuang; Lidya Agustina; Yani Monalisa – Accounting Education, 2024
Although digital game-based learning (DGBL) has the potential to enhance learning motivation and complex cognitive skills of students, its adoption and effectiveness are heavily dependent on lecturers' acceptance. Comprehending lecturers' perceptions and beliefs underlying their decision-making processes is therefore significant. This study…
Descriptors: Foreign Countries, Business Education, Higher Education, Teacher Attitudes
Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
Dmitrii Pastushenkov; Olesia Pavlenko; Steven Clancy – Language Learning & Technology, 2025
In this article, we delve into the application of the online game-based learning and testing platform Kahoot! with second language (L2) learners of Russian and explore how this tool can enhance our students' experiences. Following a brief overview of digital game-based learning (DGBL) and previous research on L2 learning through Kahoot!, we…
Descriptors: Online Courses, Game Based Learning, Second Language Instruction, Russian
Hsiu-Ling Chen; Abebayehu Yohannes; Ning-Li Hung – British Journal of Educational Technology, 2025
The escape room game is an example of digital game-based learning that has become a popular learning tool in recent years. However, not enough is known about enthusiasm for and promising reports of the use of escape rooms in education. The purpose of this study was to investigate the effects of escape room game-based civics education on eighth…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Video Games
Yuchun Zhong; Kai Guo; Luke Kutszik Fryer; Samuel Kai Wah Chu; Hao Deng – Education and Information Technologies, 2025
Esports (electronic sports) or competitive video gaming has taken its place as a leading form of entertainment for young people worldwide. However, esports were generally studied as a popular form of entertainment, and rarely have studies examined esports from an educational perspective. This study aimed to investigate the perceived impact of…
Descriptors: Video Games, College Students, 21st Century Skills, Communication Skills
Jalal Khouna; Mohamed Achour; Noureddine Echantoufi; Amine Hamzi; Ahmed Tahiri – Journal of Education and Learning (EduLearn), 2025
Recent studies have shown that teachers 'perception and attitudes about digital tools play a crucial role in how they integrate and use technology in the classroom. The purpose of the present study is to investigate physics teachers' perception and willingness towards educational video games (EVGs). Based on the literature review, a questionnaire…
Descriptors: Foreign Countries, Teacher Attitudes, Video Games, Technology Uses in Education
Shaimaa Almutairi; Aisha Alazemi – Educational Process: International Journal, 2025
Background/purpose: This research aims to identify the relationship between digital intelligence and video game addiction among Middle school students, to identify gender differences in digital intelligence, and to reveal the digital intelligence skills that contribute most to predicting video game addiction. Materials/methods: The sample…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Grade 10

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