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Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs
Ehret, Christian; Mannard, Emily; Curwood, Jen Scott – Learning, Media and Technology, 2022
This article contributes a novel mode of sociomaterial analysis that develops critical methodologies to analyze how videogames participate in the production of affect during gameplay. The authors report on a multi-year international study addressing representations of youth in Young Adult Videogames (YA Games), or games played through the…
Descriptors: Young Adults, Adolescent Literature, Video Games, Self Concept
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Moron, Victória Branca; Barbosa, Débora Nice Ferrari; Sanfelice, Gustavo Roese; Barbosa, Jorge Luis Victória; Leithardt, Daiana R. F.; Leithardt, Valderi Reis Quietinho – Education Sciences, 2022
Studies show that executive functions and motor development are associated with each other and with learning ability. A more technological lifestyle combined with digital culture should be considered a viable alternative to stimulate children's development. Therefore, this study aimed to present a systematic mapping of the literature involving…
Descriptors: Executive Function, Motor Development, Correlation, Video Games
Ehret, Christian; Ehret, Lea; Low, Bronwen; Ciklovan, Luka – British Journal of Educational Technology, 2019
This paper presents data from the first six-months of an ongoing speculative design project in which youth and researchers co-created a videogame club, and later an eSports team, in an urban youth centre in Montréal, Québec. It describes how process philosophy informed researchers' approach to speculative design, allowing youth and researchers to…
Descriptors: Youth Clubs, Design, Urban Youth, Foreign Countries
Fitzpatrick, Caroline; Boers, Elroy – Health Education & Behavior, 2022
Youth today spend a tremendous amount of time with digital media. The purpose of the present study was to estimate developmental associations between screen media use between the ages of 15 and 17 and corresponding changes in prosocial behavior. Participants (N = 1,509) were part of the Quebec Longitudinal Study of Child Development, a…
Descriptors: Foreign Countries, Adolescents, Mass Media Use, Prosocial Behavior
Hébert, Cristyne; Jenson, Jennifer – Canadian Journal of Learning and Technology, 2020
In this paper, the findings of a research study, working with 12 educators in a large urban school board in Ontario using Minecraft for 21st century competency development, are presented. A number of pedagogical moves teachers made to support 21st century learning through communication and collaboration, both in the classroom and in the game…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Skill Development
Malik, Amjad; Terry, Marion – BU Journal of Graduate Studies in Education, 2021
We initiated the study in response to school counsellors' concerns over the effects of noneducational video gaming and texting on students' school performance. The research purpose was to examine the correlations between various factors and academic performance in grade 9. The factors included social relations (e.g., friends), extra-curricular…
Descriptors: Grade 9, High School Students, Foreign Countries, Counselor Attitudes
Nease, Jake; Adams, Thomas A., II – Chemical Engineering Education, 2019
BLACKOUT! is a turn-based video game that introduces undergraduate and high school students to the types of power generation available in most electricity markets. The workshop portion of BLACKOUT! introduces students to the advantages and disadvantages of power generation by coal, natural gas, nuclear, wind and solar. The students then take the…
Descriptors: Experiential Learning, Video Games, Workshops, Power Technology
Li, Qing; Tay, Richard; Pustaka, Arkhadi – Journal of Educational Technology Systems, 2020
The main purpose of this research is to examine the effect of game-based learning on knowledge acquisition and retention of road rules. A secondary purpose of this study is to investigate possible gender differences related to such an approach. The third purpose is to explore the relationship between beliefs and knowledge acquisition. This…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Video Games
Sperano, Isabelle; Shaw, Ross; Andruchow, Robert; Cobzas, Dana; Efird, Cory; Brookwell, Brian; Deng, William – Scholarship and Practice of Undergraduate Research, 2020
In a three-year, practice-based, creative research project, the team designed a video game for undergraduate biology students that aimed to find the right balance between educational content and entertainment. The project involved 7 faculty members and 14 undergraduate students from biological science, design, computer science, and music. This…
Descriptors: Video Games, Biology, Undergraduate Students, Science Instruction
Travers, Ann; Marchbank, Jennifer; Boulay, Nadine; Jordan, Sharalyn; Reed, Kathleen – Journal of LGBT Youth, 2022
In 2015 the Gender Vectors research team received a major research grant to conduct research with and about transgender youth in the Greater Vancouver Area. A unique aspect of this research project involved combining social action research with the development of a prototype of a video game as a knowledge translation tool to depict the life…
Descriptors: LGBTQ People, Sexual Identity, Foreign Countries, Experience
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
Liu, Helen – Journal of Media Literacy Education, 2020
This study investigated adolescents' perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study's…
Descriptors: Student Attitudes, Gender Differences, Gender Issues, Video Games
Cadoret, Geneviève; Bigras, Nathalie; Lemay, Lise; Lehrer, Joanne; Lemire, Julie – Early Child Development and Care, 2018
The objective of this longitudinal study was to examine the relationship between screen time (ST) and children's motor proficiency. The amount of time 113 children spent watching television, using a computer, and playing video games as reported by parents at ages 4, 5, and 7 was measured and children's motor skills were evaluated at age 7 with the…
Descriptors: Psychomotor Skills, Television Viewing, Computer Use, Video Games