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Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Ellison, Tisha Lewis; Evans, Jessica N. – School Community Journal, 2016
This article explores six effective principles for teachers to use to understand and apply "Minecraft" in today's classrooms. Video games have become one of the fastest growing forms of media for youth and adult consumers. "Minecraft," a multiplayer online game (MOG), is one of the most popular video games to date. By allowing…
Descriptors: Video Games, Technology Uses in Education, Educational Research, Educational Benefits
Piirainen-Marsh, Arja; Tainio, Liisa – Modern Language Journal, 2014
While a growing number of studies investigate the role of knowledge and interactional management of knowledge asymmetries in conversation analysis, the epistemic organization of multilingual and second language interactions is still largely unexplored. This article addresses this issue by investigating how knowledge asymmetries and changing…
Descriptors: Epistemology, Discourse Analysis, Multilingualism, Video Games
Kafai, Yasmin B.; Burke, Quinn – Educational Psychologist, 2015
There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions--namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning.…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Literature Reviews
What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Descriptors: Educational Games, Grade 6, Instructional Effectiveness, Mathematics
Rowan, Leonie – Learning, Media and Technology, 2017
This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…
Descriptors: Teacher Attitudes, At Risk Students, Academic Achievement, Interpersonal Relationship
Karagiorgas, Dimitrios N.; Niemann, Shari – Journal of Educational Technology Systems, 2017
In the last 10 years, gaming has evolved to the point that it is now being used as a learning medium to educate students in many different disciplines. The educational community has begun to explore the effectiveness of gaming as a learning tool and as a result two different ways of utilizing games for education have been created: Gamification and…
Descriptors: Educational Games, Video Games, Comparative Analysis, Learning Processes
DeVane, Benjamin – Democracy & Education, 2017
In this review article, I argue that games are complementary, not self-supporting, learning tools for democratic education because they can: (a) offer "simplified, but often not simple, outlines" (later called "models") of complex social systems that generate further inquiry; (b) provide "practice spaces" for…
Descriptors: Play, Educational Games, Democracy, Civics
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi – International Association for Development of the Information Society, 2014
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Descriptors: Foreign Countries, Educational Games, Computer Games, Video Games
Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher – Computers in the Schools, 2014
Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…
Descriptors: Video Games, Educational Games, Learning Theories, Design
Musgrave, Megan L. – Children's Literature in Education, 2016
This essay analyzes the graphic novel "In Real Life" as an example of Cory Doctorow and Jen Wang's intention to raise young people's awareness about gender and economic disparities within the gaming industry. Broadly, "In Real Life" combats the pervasive cultural anxiety that Jane McGonigal challenges in her book "Reality…
Descriptors: Activism, Computer Games, Video Games, Didacticism
Wesselmann, Eric D.; Williams, Kipling D. – International Journal of Developmental Science, 2013
In this commentary, the authors discuss the topic of ostracism--being ignored and excluded--as a painful social phenomenon that most individuals have experienced at least once in their lives, and sometimes daily. The harmful power of ostracism is not short-lived; data suggest that participants asked to relive ostracism by writing an…
Descriptors: Social Isolation, Rejection (Psychology), Video Games, Toys
Koivisto, Antti; Merilampi, Sari; Sirkka, Andrew – International Journal of Game-Based Learning, 2015
Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by…
Descriptors: Telecommunications, Handheld Devices, Video Games, Teaching Methods
Hansen, Nils Kristian; Mitchell, James Robert – Physics Education, 2013
This work examines the feasibility of employing a Nintendo Wii game
controller for measuring car speed in an interdisciplinary school project. It
discusses the physical characteristics of the controller and of vehicle
headlights. It suggests how an experiment may be linked to topics in
mathematics, statistics, physics and computer science. An…
Descriptors: Science Instruction, Physics, Measurement Equipment, Interdisciplinary Approach
Cai, Yiyu; Chiew, Ruby; Nay, Zin Tun; Indhumathi, Chandrasekaran; Huang, Lihui – Interactive Learning Environments, 2017
Basic social interaction and executing certain tasks can be difficult for children with autism spectrum disorder (ASD). The symptoms of such behaviour include inappropriate gestures, body language and facial expressions, lack of interest in certain tasks, cognitive disability in coordination of limbs, and a difficulty in comprehending tasks'…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship