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Hewett, Katherine J. E. – New Directions for Student Leadership, 2022
Video games are known to be engaging affinity spaces for youth gamers but how do they develop leadership skills? In order to explore a bridge between high school and college leadership competencies, it is beneficial to reflect on how they align with the collaborative leadership skills of classroom gamers. This article will explore how video games…
Descriptors: Video Games, Leadership Qualities, Skill Development, Student Leadership
Kutay, Emine; Oner, Diler – ACM Transactions on Computing Education, 2022
The purpose of this study is to examine the role of Minecraft-based coding activities on computational thinking (CT) of middle school students. In the study, CT was conceptualized so that it encapsulates not only the knowledge of computational concepts (e.g., loops and conditionals) but also the use of CT practices (e.g., testing and debugging).…
Descriptors: Programming, Video Games, Middle School Students, Computation
Biehler, Rolf; Fleischer, Yannik – Teaching Statistics: An International Journal for Teachers, 2021
This paper reports on progress in the development of a teaching module on machine learning with decision trees for secondary-school students, in which students use survey data about media use to predict who plays online games frequently. This context is familiar to students and provides a link between school and everyday experience. In this…
Descriptors: Secondary School Students, Artificial Intelligence, Man Machine Systems, Educational Technology
Howe, Edward; Ruberg, Andres – Canadian Journal of Action Research, 2020
This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen…
Descriptors: Secondary School Students, Active Learning, Student Projects, Design
Cloude, Elizabeth B.; Carpenter, Dan; Dever, Daryn A.; Azevedo, Roger; Lester, James – Journal of Learning Analytics, 2021
Reflection is critical for adolescents' problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address…
Descriptors: Game Based Learning, Video Games, Learning Analytics, Microbiology
Themistokleous, Sotiris; Avraamidou, Lucy; Vrasidas, Charalambos – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, "PlayForward: Elm City Stories" developed…
Descriptors: Handheld Devices, Video Games, Play, Decision Making Skills
Buteau, Chantal; Muller, Eric – International Journal of Game-Based Learning, 2018
E-Brock Bugs is a serious educational game (SEG) about probability which was created based on Devlin's design principles for games whose players adopt identities of mathematically able persons. This kind of games in which "players think and act like real world professionals" has been called epistemic. This article presents an empirical…
Descriptors: Computer Games, Educational Games, Probability, Educational Technology
Beavis, Catherine; Rowan, Leonie; Dezuanni, Michael; McGillivray, Christie; O'Mara, Joanne; Prestridge, Sarah; Stieler-Hunt, Colleen; Thompson, Roberta; Zagami, Jason – E-Learning and Digital Media, 2014
Teachers' beliefs about what it is (or is not) possible to achieve with digital games in educational contexts will inevitably influence the decisions that they make about how, when, and for what specific purposes they will bring these games into their classrooms. They play a crucial role in both shaping and responding to the complex contextual…
Descriptors: Educational Games, Computer Games, Video Games, Mixed Methods Research
Rowland, Amber; Craig-Hare, Jana; Ault, Marilyn; Ellis, James; Bulgren, Janis – Educational Media International, 2017
In this article the authors share how social media, paired with gaming and in-class supports, can facilitate the practice of scientific argumentation and report data that show how students can learn and practice argumentation through these highly interactive and engaging mediums. Social media will continue to evolve and fluctuate in popularity,…
Descriptors: Social Media, Persuasive Discourse, Educational Technology, Technology Uses in Education
Tran, Kelly M. – E-Learning and Digital Media, 2016
In this study, I discuss the need to increase girls' involvement with game design due to the numerous benefits that engaging in this practice might have. In particular, I discuss the tool Twine, an accessible and relatively easy-to-use platform for creating text-based games. I provide an overview of the tool and its potential benefits for…
Descriptors: Elementary School Students, Middle School Students, Preadolescents, Early Adolescents
Fadjo, Cameron Lawrence – ProQuest LLC, 2012
Two studies were conducted to examine the use of grounded embodied pedagogy, construction of Imaginary Worlds (Study 1), and context of instructional materials (Study 2) for developing learners' Computational Thinking (CT) Skills and Concept knowledge during the construction of digital artifacts using Scratch, a block-based programming…
Descriptors: Computation, Thinking Skills, Concept Formation, Instruction
Dretzke, Beverly J.; Yap, Shannen – Center for Applied Research and Educational Improvement, 2015
Transforming Education Through the Arts and Media (TEAM) is an arts integration program based on the concept of the 21st century transliterate learner who acquires knowledge and interacts across a range of tools, platforms, and media. Over a period of four years, TEAM was implemented in seventh- and eighth-grade classrooms by the Center for…
Descriptors: Higher Education, Art Education, Interdisciplinary Approach, Program Effectiveness
Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn – Research in Science & Technological Education, 2010
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Secondary School Science
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
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