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Eckardt, Patricia N.; Eaton, Cynthia; Craig, Madeline; Patterson, Katherine M. – Journal for Leadership and Instruction, 2021
This hypothesis-generating research study provided insight into the impact that social media and online gaming with friends play in the lives of students in third- through sixth-grade during the COVID-19 pandemic. Initially this study began in February 2020 before the pandemic impacted school closures in New York the following month. However, the…
Descriptors: Social Media, Video Games, Internet, Friendship
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
McColgan, Michele W.; Colesante, Robert J.; Andrade, Albert G. – Journal of STEM Education: Innovations and Research, 2018
The goal of this study was to determine whether a game-based immersion experience in an introductory undergraduate course in education had an impact on pre-service teachers' skills, beliefs, and confidence using games for teaching academic content. 55 pre-service secondary-education teachers participated in the study. Their first course in the…
Descriptors: Preservice Teachers, Preservice Teacher Education, Teaching Methods, Educational Games