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Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
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Bailey, Chris – Digital Education and Learning, 2021
This book illuminates the lived experience of a group of primary school children engaged in virtual world play during a year-long after-school club. Shaped by post-structuralist theory and New Literacy Studies, it outlines a playful, participatory and emergent methodological approach, referred to as 'rhizomic ethnography'. This 'hybrid' text uses…
Descriptors: Play, Elementary School Students, Student Experience, Computer Simulation
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Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
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Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
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Carolin Fuchs, Editor; Mirjam Hauck, Editor; Melinda Dooly, Editor – Educational Linguistics, 2021
This book brings together contributions on learner autonomy from a myriad of contexts to advance our understanding of what autonomous language learning looks like with digital tools, and how this understanding is shaped by and can shape different socio-institutional, curricular, and instructional support. To this end, the individual contributions…
Descriptors: Personal Autonomy, Interaction, Second Language Learning, Educational Technology
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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
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Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
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Zelazo, Philip David; Blair, Clancy B.; Willoughby, Michael T. – National Center for Education Research, 2016
Executive function (EF) skills are the attention-regulation skills that make it possible to sustain attention, keep goals and information in mind, refrain from responding immediately, resist distraction, tolerate frustration, consider the consequences of different behaviors, reflect on past experiences, and plan for the future. As EF research…
Descriptors: Executive Function, Attention Control, Educational Research, Learning Processes