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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
Zeng, Hui; Zhou, Shao-Na; Hong, Gui-Rong; Li, Qiu-ye; Xu, Shao-Qiu – Journal of Baltic Science Education, 2020
In recent years, game-based learning has attracted much attention in education; however, the effectiveness of game-based learning is still not solidly confirmed. In the present research, a game-based learning in the physics domain with guides provided direct and immediate feedback. The research was conducted among three different groups: the…
Descriptors: Science Instruction, Physics, Game Based Learning, Educational Technology
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
Understanding High School Students' Perception of Nature and Time Spent Outdoors across Demographics
Bonnell, Kory J.; Hargiss, Christina L. M.; Norland, Jack E. – Applied Environmental Education and Communication, 2019
The purpose of this study was to assess high school students' perceptions of nature and the amount of time they spend outdoors. More than 200 tenth graders from different demographic locations in Minnesota, USA were surveyed to understand their perceptions of nature, their attitude towards it, as well as to gauge what activities students were…
Descriptors: High School Students, Student Attitudes, Grade 10, Natural Resources
Ohannessian, Christine M.; Vannucci, Anna – Youth & Society, 2020
The primary purpose of this study was to identify subgroups of adolescents based on their reported use of technology. Secondary aims were to examine whether technology use typologies differ by gender and to explore whether technology use typologies are linked to psychological adjustment. The sample included 1,003 10th and 11th grade students from…
Descriptors: Emotional Adjustment, Gender Differences, Grade 10, Grade 11
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
Kilic, Abdullah Faruk; Güzeller, Cem Oktay – Malaysian Online Journal of Educational Technology, 2017
This study aimed at determining the impact of demographic factors on the Internet usage purposes of high school students. The population of the study consisted of students between 9th and 12th grades from the Anatolian high schools, science high schools, social sciences high schools, sports high schools and fine arts high schools in Turkey. The…
Descriptors: High School Students, Internet, Foreign Countries, Questionnaires
Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…
Descriptors: Competition, Addictive Behavior, Adolescents, Aggression
Bowers, Alex J.; Berland, Matthew – Educational Technology Research and Development, 2013
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies…
Descriptors: Academic Achievement, Mathematics Achievement, High School Students, Grade 10
Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Yagci, Emete; Caglar, Mehmet – Turkish Online Journal of Educational Technology - TOJET, 2010
This study was conducted to research the relationship between use of computer types and frequency and anger and aggression in adolescents. The study was conducted among years 9, 10 and 11 students (secondary level) in 2008-2009 academic year. The general research tool for this study used was "Relationship research" model. The focal…
Descriptors: Adolescents, Measures (Individuals), Foreign Countries, Psychological Patterns
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
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