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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
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Ranjit Kumar Behera; Roshan Chandra; Subhankita Rath – Journal on School Educational Technology, 2024
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the…
Descriptors: Correlation, Video Games, Addictive Behavior, Academic Achievement
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Soumita Chakraborty; Nabin Thakur – Cogent Education, 2024
This study examined students' awareness of the environmental impacts associated with prolonged screen time, specifically during binge-watching sessions. It focused on students' understanding of carbon emissions from electronic devices, binge-watching behaviors, and factors like content preference, duration, and frequency. Potential interventions…
Descriptors: Environment, Conservation (Environment), College Students, Knowledge Level
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Kumar, G. Praveen; Vasimalairaja, M. – International Journal of Information and Communication Technology Education, 2022
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district…
Descriptors: Foreign Countries, Video Games, Mathematics Instruction, Mathematics Achievement
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Singaravelu, G. – Journal of Educational Technology, 2008
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…
Descriptors: Video Games, Teaching Methods, Grammar, Pretests Posttests