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Xiaotong Yang – ProQuest LLC, 2023
This study employed a pretest-posttest control group experimental design to investigate the impact of self-explanation prompts on content learning in the game-based context. Additionally, it explored the effectiveness of different delivery timings for the prompts--either during or after gameplay--in enhancing students' cognitive engagement in…
Descriptors: Educational Games, Grade 10, High School Students, Foreign Countries
Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
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
Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
Perasso, Giulia; Carone, Nicola; Barone, Lavinia – European Journal of Developmental Psychology, 2021
The present study investigated the antecedents of cyberbullying victimization and addressed the commonalities and differences between visual and written forms of cyberbullying victimization among 3172 Italian adolescents (51.6% male, M[subscript age] = 13.74 years, SD = 1.70) who participated in the Health Behaviour in School-Aged Children (HBSC,…
Descriptors: Bullying, Computer Mediated Communication, Foreign Countries, Adolescents
Rahimi, Seyedahmad; Shute, Valerie; Kuba, Renata; Dai, Chih-Pu; Yang, Xiaotong; Smith, Ginny; Alonso Fernández, Cristina – Grantee Submission, 2021
We examined the use and effectiveness of an incentive system--one of the five elements of a theory-based motivational architecture in educational games that we proposed--in a computer-based physics game on students' learning and performance. The incentive system's purpose was to motivate students to access learning supports designed to facilitate…
Descriptors: Educational Games, Incentives, Student Motivation, Program Effectiveness
Fitzpatrick, Caroline; Burkhalter, Robin; Asbridge, Mark – Journal of School Nursing, 2021
The purpose of the study was to describe adherence to screen time (ST) and physical activity (PA) recommendations among Canadian youth. The present study was based on a representative sample of Canadian students from Grades 7 through 12 (N = 47,203). ST and PA as well as demographic (gender, ethnicity, grade, and province of residence) and…
Descriptors: Foreign Countries, Physical Activity Level, Computer Use, Grade 7