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Leah Hardesty – ProQuest LLC, 2023
This qualitative research study explored levels of social presence in Second Life (virtual world) associated with phases of knowledge construction. The study explored images and data collected from users at two discussion-based activities. The findings revealed the three levels of social presence, according to the Interactional Process Model of…
Descriptors: Learning, Computer Simulation, Interpersonal Relationship, Interaction
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Eva Cerezo; Teresa Coma-Rosello; Antonio Aguelo; Ana Cristina Blasco-Serrano; Maria Angeles Garrido – IEEE Transactions on Learning Technologies, 2024
Intergenerational games to be played by grandparents and their grandchildren can be mutually beneficial for both age groups: breaking with age stereotypes, linking the learning and leisure needs of both generations and encouraging communication, solidarity, and social connectedness between generations. Due to the COVID-19 pandemic, it was…
Descriptors: Intergenerational Programs, Interaction, Information Technology, Story Telling
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Cerezo, Eva; Aguelo, Antonio; Coma, Teresa; Gallardo, Jesus; Garrido, Maria Angeles – IEEE Transactions on Learning Technologies, 2022
Video games can serve as educational tools that make easier the development of creative, critical, and communicative skills. After detecting that video games may decrease physical activity and social interactions, real world is coming back to computer entertainment, with a new gaming genre: Pervasive games. These games integrate physical and…
Descriptors: Video Games, Educational Games, Attention, Interpersonal Competence
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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
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Feltrero, Roberto; Hernando, Saeta; Ionescu, Adina – American Journal of Distance Education, 2023
Digital interactive games are more than tools for entertainment and can be used as learning and training environments. This approach is giving rise to what is known as serious games. "YouVerify!" European project has developed a serious game called "BotBusters" to help young people cultivate the know-how to identify manipulated…
Descriptors: Electronic Learning, Learning Strategies, Media Literacy, Learner Engagement
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Pusey, Megan; Wong, Kok Wai; Rappa, Natasha Anne – Interactive Learning Environments, 2022
This scoping review summarises the literature on resilience interventions that use interactive technology. Resilience refers to a person's mental ability to adaptively deal with challenging situations and is a key skill for dealing with challenges in life. Types of interactive technology used in resilience interventions included serious video…
Descriptors: Resilience (Psychology), Intervention, Interaction, Technology Uses in Education
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Hallam, Kelly Forbes – International Journal of Social Research Methodology, 2022
The observations in this paper follow online focus group research involving mothers who play video games as a leisure pursuit. The study utilised an online focus group method within a custom online forum which split the forum into small virtual rooms, replicating small face-to-face focus groups in an online environment. The primary objective of…
Descriptors: Focus Groups, Mothers, Video Games, Leisure Time
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Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
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von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
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Hacer Efe; Ünsal Umdu Topsakal – Interactive Learning Environments, 2024
Interactive learning environments are new generation learning environments that support the use of technology in education. The most popular and most entertaining of these technological learning environments are digital games. Within the scope of the study, digital games and health education related keywords were searched in ProQuest, Web of…
Descriptors: Interaction, Educational Technology, Video Games, Health Education
Travis W. Windleharth – ProQuest LLC, 2021
This research addressed increasing understanding of how players make meaning during play of a complex STEM game and explores to what extent player mental models of STEM concepts shift as a result of interacting with the game simulation. Game based learning is attracting increased attention and interest as a novel platform for experiential…
Descriptors: Video Games, STEM Education, Game Based Learning, COVID-19
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Goli, Amir; Teymournia, Fatemeh; Naemabadi, Maedeh; Garmaroodi, Ali Andaji – Education and Information Technologies, 2022
The present article introduces and develops an educational tool as an interactive digital game for architectural design, allowing the architectural students to challenge their knowledge and experiences. The framework of this educational tool supports a serious open-ended game, which helps students get involved with the game through self-assessment…
Descriptors: Architectural Education, Building Design, Educational Games, Video Games
Maria Diez-Ortega – ProQuest LLC, 2023
Research in digital game-based language learning (DGBLL) has shown support for the use of games to develop linguistic knowledge and social skills in the second language (L2) classroom (Cornillie et al., 2012c; Reinhardt, 2019; Sykes & Reinhardt, 2013). Digital games often align with the definition of tasks, but not many have been intentionally…
Descriptors: Game Based Learning, Second Language Learning, Video Games, Technology Uses in Education
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Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
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Meepung, Tippawan; Pratsri, Sajeewan; Nilsook, Prachyanun – Higher Education Studies, 2021
The objective of this research was as follows: 1) to develop an interactive tool in a digital learning ecosystem for adaptive online learning performance; 2) to carry out a suitability assessment of this process. The documentary research method was used in this study. The results showed a model of an interactive tool in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, Interaction
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