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Evgenia Anagnostopoulou – Adults Learning Mathematics, 2024
Taking advantage of our digital era commodities, a plethora of game-based learning activities and educational game genres have been introduced into numerous academic disciplines. However, research has shown that regarding mathematics the variety seems limited; especially for higher level topics, e.g. calculus, there is a lack of immersive games…
Descriptors: Educational Games, Video Games, Game Based Learning, Role Playing
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Uzeyir Ogurlu; Selcuk Acar; Ahmed M. Abdulla Alabbasi; Shaikhah Waleed Alrabai – Gifted and Talented International, 2024
This study explored the relationship between digital gaming and creativity by conducting a meta-analysis of effect sizes using data from 78 effect sizes in 19 studies encompassing 3,172 samples. We employed a two-level multivariate model with a robust variance estimator and conducted separate analyses for between-subject and within-subject…
Descriptors: Video Games, Creativity, Correlation, Creative Thinking
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Erickson, Luke V.; Sammons-Lohse, Dorothy – E-Learning and Digital Media, 2021
The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal…
Descriptors: Game Based Learning, Video Games, Competition, Cooperative Learning
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Chang, Chi-Cheng; Yang, Szu-Ting – International Journal of Educational Technology in Higher Education, 2023
There has been a little research on emotion, cognitive load, or learning performance for digital game-based learning (DGBL). However, there is still a dearth of research on investigating the interactive effects of scaffolding DGBL and cognitive style on the above three outcomes. Participants were 97 middle-aged and elder adults from a community…
Descriptors: Adult Learning, Adults, Emotional Response, Cognitive Processes
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Lee, Yong-Kwan – Youth & Society, 2022
This study examined allocation of adolescents' free time differs depending on financial and spatial availability by exploiting the exogenous change on the school day. Using Korea Time Use Survey data, I found that adolescents allocate free time created by Saturday without school to mainly leisure activities. I also found that adolescents' private…
Descriptors: Foreign Countries, Adolescents, Leisure Time, Student Behavior
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Yousuf, Mustafa S.; Harvey, Heather Lea; Parahoo, Sanjai K.; Ziadeh, Basil Shawkat; Kilani, Muna; Al-Kamil, Eman – International Journal of Child Care and Education Policy, 2021
The proliferation of electronic content and limited exposure of children to books in Jordan has made both parents and health-care providers more concerned about healthy child development. This research aimed to determine if pediatric primary prevention programs were helpful in reducing screen-time and improving reading habits of children in…
Descriptors: Prevention, Program Effectiveness, Pediatrics, Parent Education
Liming, Drew; Vilorio, Dennis – Occupational Outlook Quarterly, 2011
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Descriptors: Video Games, Development, Occupational Information, Employment Opportunities
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Busch, Carsten; Conrad, Florian; Steinicke, Martin – Electronic Journal of e-Learning, 2013
Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin…
Descriptors: Video Games, Educational Games, Creative Activities, Systems Approach
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Hwang, Ming-Yueh; Hong, Jon-Chao; Hao, Yung-wei; Jong, Jyh-Tsorng – Educational Gerontology, 2011
Daily physical activities may slow down the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments…
Descriptors: Physical Activities, Maintenance, Cognitive Processes, Aging (Individuals)
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Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
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Tobias, Sigmund; Fletcher, J. D. – Review of Educational Research, 2012
This article briefly summarizes findings from a review of 95 empirical studies of games used in instruction. The article suggests that such efforts are best assessed as transfer from game play to performance on external tasks that are targeted by the instruction. Review findings suggest that such transfer may be expected only if the cognitive…
Descriptors: Cognitive Processes, Trend Analysis, Reflection, Literature Reviews
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Sublette, Victoria Anne; Mullan, Barbara – International Journal of Mental Health and Addiction, 2012
Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…
Descriptors: Evidence, Video Technology, Play, Social Isolation
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Black, Laura W. – New Directions for Adult and Continuing Education, 2012
The rapid growth of the Internet over the past 20 years has brought with it a vast amount of communication about public issues of concern to citizens. Over time, the Internet has become increasingly social and interactive. This move from "Web 1.0" to "Web 2.0" involves a great deal of user-generated content and interaction. This transition has…
Descriptors: Access to Information, Internet, Web Sites, Electronic Publishing
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Kontour, Kyle – Bulletin of Science, Technology & Society, 2012
With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective,…
Descriptors: Video Games, Masculinity, Social Theories, War
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Khoo, Angeline – Asia Pacific Journal of Education, 2012
The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…
Descriptors: Addictive Behavior, Play, Moral Issues, Ethical Instruction
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