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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
Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
Bacalja, Alexander – English in Australia, 2018
This paper reports on a participatory action research project which used videogames as the central texts for play and study in a middle-years English classroom in Australia. Ongoing questions about the nature of subject English have often focused on the discipline's ability to accommodate twenty-first century literacies. Videogames, as…
Descriptors: Video Games, Educational Games, Middle School Students, English Instruction
Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
Masek, M.; Boston, J.; Lam, C. P.; Corcoran, S. – Journal of Computer Assisted Learning, 2017
Concepts from the Australian mathematics curriculum on fractions were used as core elements to design three computer games. In each game, the concepts were presented in the form of tangible puzzles, customized to a difficulty level based on student capability. The games were integrated into a single virtual game world, and a fantasy story was used…
Descriptors: Fractions, Blended Learning, Video Games, Mastery Learning
Barlow, Tim; Fleming, Barry – Teaching Science, 2016
"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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
Australian Council for Educational Research, 2020
The Australian Council for Educational Research (ACER) is one of the world's leading educational research centres. Since it was established in 1930, ACER has built a strong reputation as a provider of reliable support and expertise to education policymakers and professional practitioners. Each year, ACER is involved in a large number of research…
Descriptors: Foreign Countries, Educational Research, Achievement Tests, International Assessment
Stieler-Hunt, Colleen; Jones, Christian M. – Research in Learning Technology, 2015
This study used qualitative methods to explore why some educators embrace the use of digital game-play (DGP) in the classroom. The results indicated that these teachers had a very strong belief that DGP could be beneficial for learning which stemmed from experiencing their own form of subjective success with using DGP in the classroom, availing…
Descriptors: Qualitative Research, Teaching Methods, Electronic Learning, Technology Uses in Education
Beavis, Catherine; Walsh, Christopher; Bradford, Clare; O'Mara, Joanne; Apperley, Thomas; Gutierrez, Amanda – English in Australia, 2015
The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked…
Descriptors: English Instruction, English Curriculum, Heuristics, Teaching Methods
Beavis, Catherine – Changing English: Studies in Culture and Education, 2013
How to understand and argue for the nature and place of literary texts and experience in contemporary English curriculum has been and continues to be the subject of much debate. While literature as traditionally conceptualised remains an important presence in much English curriculum, the notion of what "literature" is, or what the…
Descriptors: English Instruction, Literature, Foreign Countries, Learning Modalities
Chandler, Paul D. – Australian Journal of Education, 2013
This study draws on a survey of 800 upper primary school students concerning their knowledge of certain 'new media' applications. The findings concur with other studies in suggesting that students' relationship with technology is more complex and nuanced than is conveyed by a simple branding of 'digital native'. Some differential experiences…
Descriptors: Middle School Students, Student Experience, Mass Media Use, Media Literacy
Deed, Craig; Cox, Peter; Dorman, Jeffrey; Edwards, Debra; Farrelly, Cathleen; Keeffe, Mary; Lovejoy, Valerie; Mow, Lucy; Sellings, Peter; Prain, Vaughan; Waldrip, Bruce; Yager, Zali – International Journal of Pedagogies and Learning, 2014
In this paper we examine how agency is characterised by teachers and students when personalised learning is enacted in the contemporary open classroom. A case study is outlined that identifies teacher reasoning for practice, the use of physical and virtual learning spaces, and student reaction to teacher facilitation of personalised learning.…
Descriptors: Student Empowerment, Professional Autonomy, Individualized Instruction, Case Studies
Australian Council for Educational Research, 2016
The Australian Council for Educational Research (ACER) is one of the world's leading educational research centres. ACER's mission is to create and promote research-based knowledge, products and services that can be used to improve learning across the life span. This annual report describes ACER's milestones and accomplishments for the 2014-2015…
Descriptors: Foreign Countries, Achievement Tests, International Assessment, Secondary School Students
Way, Judith – International Association of School Librarianship, 2010
"Guitar Hero" is a video game where one or more players use a specially made game-style guitar to play along to popular and well-known songs. Players need to match the correct notes and timings of the sings. An on-screen guide shows players which notes to play, when. There are levels of difficulty in the game, as well as the choices to…
Descriptors: Foreign Countries, Video Games, Numeracy, Music
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