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Snodgrass, Jeffrey G.; Clements, Kaylin R.; Nixon, William Cody; Ortega, Cynthia; Lauth, Samantha; Anderson, Michelle – Field Methods, 2020
We present a qualitative data analysis framework that integrates perspectives from theme analysis, cultural models analysis, grounded theory, and content analysis. We demonstrate how these research traditions are united in their aim to, first, uncover meaningful themes and, subsequently, to understand those themes' relationships to each other. To…
Descriptors: Qualitative Research, Data Analysis, Content Analysis, Grounded Theory
Moseley, Alex – International Journal of Game-Based Learning, 2018
The use of real contexts in learning has been of central interest to educational developments such as experiential learning, case studies, work placements and simulations. They centre around the benefits of putting students in realistic situations, using real tools to solve real/realistic problems. A growing number of learning games are making use…
Descriptors: Educational Games, Context Effect, Relevance (Education), Teaching Methods
Wainess, Richard; Kerr, Deirdre; Koenig, Alan – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…
Descriptors: Video Games, Teaching Methods, Educational Games, Feedback (Response)
Bourgonjon, Jeroen; Valcke, Martin; Soetaert, Ronald; de Wever, Bram; Schellens, Tammy – Computers & Education, 2011
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what parents think about games in the classroom. Therefore, it is important to study these parental beliefs…
Descriptors: Video Games, Parent Attitudes, Models, Classroom Environment
Young, Michael E.; Nguyen, Nam – Learning and Motivation, 2009
A first-person shooter video game was adapted for the study of causal decision making within dynamic environments. The video game included groups of three potential targets. Participants chose which of the three targets in each group was producing distal explosions. The actual source of the explosion effect varied in the delay between the firing…
Descriptors: Video Games, Influences, Decision Making, Experiments
DeVane, Ben; Durga, Shree; Squire, Kurt – E-Learning and Digital Media, 2010
Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…
Descriptors: Demand Occupations, Labor Needs, Leadership, Thinking Skills
Bean, Thomas E.; Sinatra, Gale M.; Schrader, P. G. – Journal of Science Education and Technology, 2010
The use of computer simulations as educational tools may afford the means to develop understanding of evolution as a natural, emergent, and decentralized process. However, special consideration of developmental constraints on learning may be necessary when using these technologies. Specifically, the essentialist (biological forms possess an…
Descriptors: Misconceptions, Models, Evolution, Bias
Johnson, Genevieve Marie – Online Submission, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, navigating web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Internet, Video Games, Information Processing