NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 76 to 90 of 335 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Subrahmanyam, Kaveri; Renukarya, Bhavya – Educational Psychologist, 2015
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
Descriptors: Video Games, Computer Games, Teaching Methods, Influences
Peer reviewed Peer reviewed
Direct linkDirect link
Ehret, Christian; Hollett, Ty – Cognition and Instruction, 2016
This article argues that current approaches to participatory design research (PDR) risk eliding the affective life of making educational change by locating change in cultural mediation alone. Locating change only in mediation subordinates affect, potentially overlooking lived dimensions of learning and being essential to lasting, transformative…
Descriptors: Participatory Research, Risk, Educational Change, Transformative Learning
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Markey, Patrick M.; Ferguson, Christopher J. – American Journal of Play, 2017
In this excerpt from their new book, "Moral Combat: Why the War on Violent Video Games Is Wrong" (BenBella Books, 2017), the authors present an argument in defense of video games while dispelling the myth that such games lead to real-world violence. The authors define and examine moral panics and provide guidelines for identifying and…
Descriptors: Video Games, Violence, Fear, Moral Issues
Gottschalk, Francesca – OECD Publishing, 2019
Children in the 21st century are avid users of technology--more so than generations past. This rise in use has led to much attention on the consequences of technology use, and how this impacts children's brains and their socio-emotional, cognitive and physical development. Much of the research in these fields, especially brain-based research, is…
Descriptors: Influence of Technology, Children, Brain, Well Being
Peer reviewed Peer reviewed
Direct linkDirect link
O'Hagan, Minako – Multilingua: Journal of Cross-Cultural and Interlanguage Communication, 2015
In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of…
Descriptors: Translation, Video Games, Computer Software, Intercultural Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Arruda, Eucidio Pimenta; Arruda, Durcelina Pimenta – International Journal on E-Learning, 2014
This text discusses the relationship between leisure and education in contemporary society from the perspective of day-to-day use of videogames by young people and its relationship to learning, and specifically school learning. We intend to analyze, in the light of current academic production, the following question: what possible relations are…
Descriptors: Educational Technology, Video Games, Leisure Time, Learning
Peer reviewed Peer reviewed
Direct linkDirect link
López-Arcos, J. R.; Padilla-Zea, N.; Paderewski, P.; Gutiérrez, F. L. – International Journal of Web-Based Learning and Teaching Technologies, 2017
The use of video games as an educational tool initially causes a higher degree of motivation in students. However, the inclusion of educational activities throughout the game can cause this initial interest to be lost. A good way to maintain motivation is to use a good story that is used as guiding thread with which to contextualize the other…
Descriptors: Instructional Design, Story Telling, Educational Games, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Burwell, Catherine; Miller, Thomas – E-Learning and Digital Media, 2016
This article explores the literacy practices associated with Let's Play videos (or LPs) on YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied by simultaneous commentary recorded by the player. Players may set out to promote, review, critique or satirize a game. In recent years, LPs have become hugely popular…
Descriptors: Video Games, Literacy, Educational Practices, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Novak, Elena – Educational Technology Research and Development, 2015
Storyline is one of the major motivators that lead people to play video games. However, little empirical evidence exists on the instructional effectiveness of integrating a storyline into digital learning materials. This systematic literature review presents current empirical findings on the effects of a storyline game design element for human…
Descriptors: Video Games, Instructional Effectiveness, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan – JTRM in Kinesiology, 2015
Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…
Descriptors: Video Games, Technology Integration, Extracurricular Activities, Interactive Video
Decker, Adrienne; Phelps, Andrew; Egert, Christopher A. – Educational Technology, 2017
This article explores the critical need to articulate computing as a creative discipline and the potential for gender and ethnic diversity that such efforts enable. By embracing a culture shift within the discipline and using games as a medium of discourse, we can engage students and faculty in a broader definition of computing. The transformative…
Descriptors: Computer Science Education, Creativity, Educational Games, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Hagge, Julia – Gifted Child Today, 2017
Digital technology offers new possibilities for children to play, express themselves, learn, and communicate. A recent development in online practice is a shift toward youth engaged in computer programming online communities. Programming is argued to be the new literacy of the millennium. In this article, I examine the use of Scratch, an online…
Descriptors: Programming, Technological Literacy, Early Adolescents, Academically Gifted
Peer reviewed Peer reviewed
Direct linkDirect link
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter – International Journal of Game-Based Learning, 2017
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Descriptors: Educational Games, Simulated Environment, Video Games, Urban Schools
Peer reviewed Peer reviewed
Direct linkDirect link
Alshammari, Ali; Whittinghill, David – International Journal of Game-Based Learning, 2015
Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…
Descriptors: Teaching Methods, Educational Games, Literature Reviews, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Arena, Dylan – Theory Into Practice, 2015
Video games are pervasive in today's culture, and the time kids spend playing them may seem, from a teacher's perspective, as time that is lost to education. Sometimes, sadly, this is true. But many good video games, although not explicitly educational in focus, provide powerful experiences that are rich fodder for subsequent instruction. Looking…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  ...  |  23