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Showing 1 to 15 of 20 results Save | Export
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Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael – Malaysian Journal of Learning and Instruction, 2017
Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…
Descriptors: Student Motivation, Learner Engagement, Mathematics Instruction, Educational Games
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Sandford, Richard – Educational Media International, 2014
Researchers have offered, in recent years, compelling reasons for considering the potential of digital games to support learning and in response policy-makers and educators around the world have demonstrated a commitment to exploring their practical use in school. There remain, however, many questions about how games can best support learning,…
Descriptors: Foreign Countries, Educational Games, Elementary School Teachers, Instructional Design
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Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
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Strawhacker, Amanda; Sullivan, Amanda; Verish, Clarissa; Bers, Marina Umaschi; Shaer, Orit – Journal of Information Technology Education: Innovations in Practice, 2018
Aim/Purpose: Bioengineering is a burgeoning interdisciplinary learning domain that could inspire the imaginations of elementary aged children but is not traditionally taught to this age group for reasons unrelated to student ability. This pilot study presents the BacToMars videogame and accompanying curricular intervention, designed to introduce…
Descriptors: Elementary School Students, Science Interests, Biology, Engineering
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Main, Susan; O'Rourke, John; Morris, Julia; Dunjey, Helen – Issues in Educational Research, 2016
The way in which technologies support students with disability has been widely explored in recent times. Much of this research has focused on computer programs specifically designed to teach social and academic skills to students with disability. In the research reported in this paper we examined how students with disability could use technology…
Descriptors: Video Games, Educational Technology, Disabilities, Technology Uses in Education
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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McTavish, Marianne – Journal of Early Childhood Literacy, 2014
What do young children do with the literacies they have learned at school? This article reexamines traditional notions of literacy by documenting a second grade child's literacy practices in school and out-of-school contexts. Data collected included field notes, interviews, observations of school and out-of-school literacy practices, and artefacts…
Descriptors: Grade 2, Elementary School Students, Reading Habits, Interviews
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O'Rourke, John; Main, Susan; Ellis, Michelle – Australasian Journal of Educational Technology, 2013
Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…
Descriptors: Foreign Countries, Educational Technology, Handheld Devices, Educational Games
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Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben – Society for Research on Educational Effectiveness, 2013
Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…
Descriptors: Mathematics Achievement, Low Achievement, At Risk Students, Educational Games
Allsop, Yasemin – Online Submission, 2011
The use of computer games on mobile devices in schools for learning is still relatively new and is constantly evolving. The successful integration of this emerging technology into education requires a longitudinal study into how they are being perceived by learners and teachers. Finding out what works well with children in the terms of technology…
Descriptors: Concept Mapping, Student Attitudes, Educational Games, Learning Experience
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Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes
Hester, Amy – ProQuest LLC, 2012
Few studies have documented the literacy activities in an after-school setting of affluent early adolescents assigned to remedial reading. This may be because these students are not considered to be at risk of academic failure. The out-of-school literacy activities of 3 sixth-grade students were examined in this qualitative research. Multiple data…
Descriptors: Early Adolescents, Literacy, Grade 6, Qualitative Research
Woody, Tammy Lynn – ProQuest LLC, 2010
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
Descriptors: Elementary School Students, Student Behavior, Student Attitudes, Video Games
Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play
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Lehrer, Joanne Shari; Petrakos, Hariclia Harriet – Exceptionality Education International, 2011
The transition from kindergarten to Grade 1 is marked by a sudden decrease in children's play time (Brostrom, 2005; Hartmann & Rollett, 1994). This study sought to examine 69 Montreal-area Grade 1 children's beliefs about out of school play, as well as their parents' (N = 56) perceptions of their play. Findings indicate that parents value play…
Descriptors: Siblings, Play, Grade 1, Parent Attitudes
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