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Showing 91 to 105 of 399 results Save | Export
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Candace Walkington; Mitchell J. Nathan; Min Wang; Kelsey Schenck – Cognitive Science, 2022
Theories of grounded and embodied cognition offer a range of accounts of how reasoning and body-based processes are related to each other. To advance theories of grounded and embodied cognition, we explore the "cognitive relevance" of particular body states to associated math concepts. We test competing models of action-cognition…
Descriptors: Thinking Skills, Mathematics Skills, Cognitive Processes, Models
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Birinci, Yakup Zühtü; Korkmaz, Nimet Hasil; Deniz, Murat; Pancar, Serkan; Çetinoglu, Gökhan; Topçu, Hüseyin – Journal of Educational Issues, 2021
Growing studies show that exergames (EG) which can combine physical activity (PA) and games is an effective educational tool in physical education (PE). The purpose of this research was to evaluate the effect of dance-based EG on the attitude of 8th grade female students towards PE. The research group consists of 15 female students who are…
Descriptors: Exercise, Physical Activities, Physical Education, Teaching Methods
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Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
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Chen, Chen; Hardjo, Stephanie; Sonnert, Gerhard; Hui, Jiaojiao; Sadler, Philip M. – International Journal of STEM Education, 2023
Background: Digital media are pervasive in the lives of young people and provide opportunities for them to learn about STEM. Multiple theories argue that the STEM media environment may shape how youth see a STEM career in their future. Yet, little is known about how pre-college digital media consumption may be related to students' STEM career…
Descriptors: College Freshmen, STEM Careers, Student Interests, Mass Media Role
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Ciris, Vahit; Baskonus, Turan; Kartal, Tezcan; Tasdemir, Adem – Journal of Education in Science, Environment and Health, 2022
The concept of digital game addiction has become an important issue that needs to be studied, depending on the increase in the time spent on the internet today, where technology and internet usage times are increasing rapidly. In this context, this study aimed to understand the antecedents of high school students' online game addiction risks. The…
Descriptors: Adolescents, Addictive Behavior, High School Students, COVID-19
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Alawajee, Omar; Delafield-Butt, Jonathan – International Journal of Game-Based Learning, 2021
Empirical evidence suggests game-based learning (GBL) as a potentially engaging form of contemporary learning. With the increase in the use of Minecraft, a sandbox computer game in open-world format, there has been a concurrent rise in the level of interest in investigating the role of Minecraft in social and academic learning. Minecraft is…
Descriptors: Game Based Learning, Video Games, Instructional Effectiveness, Learner Engagement
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Keskin, Burcak; Güvendi, Burcu; Karakoc, Bilal; Kaya, Selman; Cetin, Onat – Education Quarterly Reviews, 2021
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. The study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. The game addiction scale…
Descriptors: Video Games, Addictive Behavior, Secondary School Students, Student Motivation
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Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
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Heo, Moonseong; Wylie-Rosett, Judith – Journal of School Health, 2020
Background: Among adolescents, physical inactivity and unhealthy dietary habits are associated with being obese. We know little about how those are associated with trying to lose weight. Methods: We analyzed the 2013 Centers for Disease Control and Prevention (CDC) Youth Risk Behavior Surveillance data (N = 13,583) to examine how obesity and…
Descriptors: Obesity, Physical Activity Level, Eating Habits, High School Students
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Almagul, Mukhamedkhanova; Aiman, Berikkhanova; Galiyapanu, Rezuanova; Kulzhanat, Bulatbaeva; Nagimash, Toibazarova; Ainur, Arkhymatayeva – International Journal of Education in Mathematics, Science and Technology, 2023
In this study, the relationship between gaming, social media and internet addiction, which are within the scope of technology addiction, and school achievement and study behavior was examined. The sample of the study consisted of 240 students studying in grades 5-8 of 4 schools in Almaty, Kazakhstan. The study was designed in the comparative…
Descriptors: Foreign Countries, Computer Use, Addictive Behavior, Social Media
Cassondra M. Eng; Rachel M. Flynn; Erik D. Thiessen; Anna V. Fisher – Grantee Submission, 2023
Exergames (video games that promote cognitive and physical activity simultaneously) benefit executive function (EF) in elderly populations. It has been suggested that exergames may induce larger effects than cognitive or exercise training alone, but few reviews have synthesized the causal factors of exergames on EF from experimental research with…
Descriptors: Secondary School Students, Exercise Physiology, Video Games, Game Based Learning
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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Constantia Charalampous – Educational Practice and Theory, 2024
Inclusion of students with marginalization tendencies has been one of the demands in the field of education over the last decades, but it remains unrealized. At the same time, our daily lives appear to have changed rapidly because of extensive use of digital media. This fact may have both positive and negative consequences. So, we were inspired to…
Descriptors: Inclusion, Minority Group Students, Secondary School Students, Longitudinal Studies
Ward, Sean – ProQuest LLC, 2022
Video games have become a popular and accepted part of digital culture and are becoming more accepted as an engaging instructional tool in schools. Integration of games can help develop students' intrinsic motivation for learning and are a great way for teachers to incorporate student interests and make connections to the curriculum. Classroom…
Descriptors: Game Based Learning, Elementary Secondary Education, Video Games, Use Studies
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