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Valérian Cece; Patrick Fargier; Cédric Roure; Vanessa Lentillon-Kaestner – Technology, Pedagogy and Education, 2025
Practising active video games (AVGs) requires performing motor and cognitive tasks, which might foster success in physical education and other school subjects but remains poorly investigated. This study examined the learning effects of six lessons using AVGs with physical education and mathematics content. Overall, 216 school-students composed an…
Descriptors: Interdisciplinary Approach, Teaching Methods, Video Games, Educational Technology
Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Grantee Submission, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Cognitive Science, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Tato, Ange; Nkambou, Roger; Dufresne, Aude; Beauchamp, Miriam H. – International Educational Data Mining Society, 2017
We propose a model that employs convolutional neural networks (CNN) to evaluate sociomoral reasoning maturity, a key social ability, necessary for adaptive social functioning. Our model is used in a serious game to evaluate learners. It uses pre-annotated textual data (verbatims) and a coding scheme (SoMoral) applied by experts in psychology.…
Descriptors: Models, Artificial Intelligence, Thinking Skills, Semantics
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
Paney, Andrew S. – Music Education Research, 2015
The purpose of this study was to investigate the effect of singing video games on the pitch-matching skills of undergraduate students. Popular games like "Rock Band" and "Karaoke Revolutions" rate players' singing based on the correctness of the frequency of their sung response. Players are motivated to improve their…
Descriptors: Singing, Music Education, Intonation, Accuracy
Kerr, Deirdre; Chung, Gregory K. W. K. – Journal of Educational Data Mining, 2012
The assessment cycle of "evidence-centered design" (ECD) provides a framework for treating an educational video game or simulation as an assessment. One of the main steps in the assessment cycle of ECD is the identification of the key features of student performance. While this process is relatively simple for multiple choice tests, when…
Descriptors: Evidence Based Practice, Design, Academic Achievement, Educational Games