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Showing 1 to 15 of 20 results Save | Export
Almazyad, Reem Ali – ProQuest LLC, 2022
This study quantitatively and qualitatively measured gender and age differences in cognitive, affective, and behavioral engagement while playing video games among the University of North Texas (UNT) undergraduate students. Also, it examined the relationship between time spent playing video games and the three engagement states. For the…
Descriptors: Undergraduate Students, Gender Differences, Age Differences, Student Behavior
Donald Wayne Meyer – ProQuest LLC, 2022
The fifth-grade boys at an elementary school in Texas consistently perform lower than girls on the State of Texas Assessments of Academic Readiness (STAAR) reading portion. The gender gap in reading is not exclusive to this school. Boys score lower than girls on state-administered reading assessments each year in the United States (U.S.) and have…
Descriptors: Elementary School Students, Males, Video Games, Reading Comprehension
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Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Jeremiassen, Kathleen S. – ProQuest LLC, 2018
The purpose of this sequential mixed methods study was to explore differences in students' STEM identities, game play motivations, and game preferences. The need to grow and support STEM education and careers in the U. S. is a widely-held concern for those in leadership, industry, and education. A purposeful sample of 167 9th grade-12th grade…
Descriptors: STEM Education, Educational Games, Video Games, High School Students
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Alexander, Amanda; Ho, Tuan – Art Education, 2015
Since the summer of 2006, the University of Texas at Arlington (UTA), in the Dallas/Ft. Worth metroplex, has invited secondary students to participate in their summer SEED program on campus. The program was developed by the Dean of the School of Architecture and the Chair of the Art + Art History Department. SEED (Strategies, Events, Episodes +…
Descriptors: Secondary School Students, Video Games, Experiential Learning, Summer Programs
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Robson, Diane; Durkee, Patrick – Journal of Academic Librarianship, 2012
The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…
Descriptors: Academic Libraries, College Libraries, Video Games, Library Services
Korie, Daniel O. – ProQuest LLC, 2015
This study explored media usage among adolescents and its relations to academic performance and aggressive behavior from a qualitative research perspective. This study represents the first of its kind by utilizing a phenomenological methodology to gain insights about lived experiences of adolescents' media use relative to their academic…
Descriptors: Mass Media Use, Adolescents, Academic Achievement, Aggression
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Gordon, Sheri – T.H.E. Journal, 2010
For the Garland Independent School District, a tournament was the tipping point. With too many of its students failing the math portion of state-mandated exams and in danger of being held back, the suburban Dallas district was determined to raise scores. The students lacked motivation, and Garland was seeking a better method of engaging them.…
Descriptors: Video Games, Mathematics Achievement, Computers, Technology Uses in Education
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McGoldrick, Robert – Community College Journal of Research and Practice, 2008
The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…
Descriptors: Advisory Committees, Video Games, Industry, Community Colleges
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Cui, Suxia; Wang, Younhui; Yang, Yonggao; Nave, Felecia M.; Harris, Kendall T. – American Journal of Engineering Education, 2011
Engineering programs suffer a high attrition rate, which causes the nation to graduate much less engineers. A survey of the literature reveals that the high attrition rate is due mainly to the fact that the first year of an engineering program is all fundamental theory and students don't see the connection to their future engineering careers. To…
Descriptors: Engineering Education, Academic Persistence, Surveys, Dropouts
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Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis
Hernandez, Don – Principal Leadership, 2009
Preparing students from low-income, minority families to graduate is a challenge that begins as early as elementary school but becomes a particular concern at the secondary level. Low-income students are twice as likely as higher-income students to be poorly prepared for grade-level work and 1.3 times more likely to have learning disabilities,…
Descriptors: Video Games, Income, Negative Attitudes, Learning Disabilities
Borja, Rhea R. – Education Week, 2006
In an age of rising obesity rates, more students are getting fit in school with the help of the video game series Dance Dance Revolution (DDR) and similar games. Some educators caution that while the trend is positive overall, technology should only supplement--not replace--traditional physical activity, such as running, aerobics, and other…
Descriptors: Video Games, Teaching Methods, Physical Activities, Physical Fitness
Crawford, Deborah L. – Online Submission, 2006
Background: Virtual learning has exploded with the growth in broadband connectivity. The challenge for today's educational leaders is to integrate the research indicating cognitive changes in today's students with online K-12 offerings in order to fully maximize technological advances and close access and academic gaps. Purpose: To inform both…
Descriptors: High School Students, Academic Achievement, Video Games, Online Courses
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Stewart, Barbara L.; Ezell, Shirley; DeMartino, Darrell; Rifai, Rana; Gatterson, Beverly – Quarterly Review of Distance Education, 2006
This case explored the use of a collaborative team to develop a virtual course component to increase educational experience. As students continue to engage in recreational video game activities, incorporation of such applications into their learning environments becomes important to allow them to connect and interact with course content in a…
Descriptors: Video Games, Educational Experience, Pilot Projects, Video Technology
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