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Moreno, Matthew; Schnabel, Rose; Lancia, Gabriella; Woodruff, Earl – Education and Information Technologies, 2020
Literature indicates that both academic tasks (Deater-Deckard et al. 2013; Skinner et al. "Educational and Psychological Measurement," 69(3): 493-525, 2009) and video gaming (Irwin "The Journal of Psychology," 133, 157-164, 1999; Laffan et al. "Computers in Human Behavior," 65, 544-549, 2016; Whitton "Simulation…
Descriptors: Video Games, Emotional Response, Psychophysiology, Psychological Patterns
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Perrot, Alexandra; Maillot, Pauline; Le Foulon, Agnès; Rebillat, Anne-Sophie – American Journal on Intellectual and Developmental Disabilities, 2021
This study examined whether exergames could improve physical, functional, and cognitive functions in people with Down syndrome. Twelve adults with DS, aged over 35 (M = 50.35, SD = 7.45), were randomly assigned to a Wii-based program (n = 6) or a control group (n = 6), and completed physical (Chair Stand Test, 6-Minute Walk Test), functional (TUG,…
Descriptors: Down Syndrome, Adults, Exercise, Games
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Bilgin, Enes Abdurrahman – Education Quarterly Reviews, 2021
All over the world and especially in Turkey, the success level regarding math is well below the desired rate. The main reasons for this situation are negative attitudes and anxiety towards math. It is observed that the students and the teachers experience anxiety about the Arithmetic Operations, which is one of the beginning subjects of math. On…
Descriptors: Educational Games, Video Games, Handheld Devices, Mathematics Anxiety
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Toprak Yallihep, Emine Sena; Akcay, Hakan; Kapici, Hasan Ozgur – International Journal of Technology in Education and Science, 2021
Developing students' attitudes toward science is an important issue because societies need individuals who can contribute to scientific and technological developments. That's why using various and different instructional tools in science education may have an impact on students' attitudes towards science positively. Within this respect, the goal…
Descriptors: Game Based Learning, Middle School Students, Science Achievement, Student Attitudes
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Erickson, Luke V.; Sammons-Lohse, Dorothy – E-Learning and Digital Media, 2021
The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal…
Descriptors: Game Based Learning, Video Games, Competition, Cooperative Learning
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Brownell, Cassie J. – Teachers College Record, 2021
Background/Context: Educators have considered how Minecraft supports language and literacy practices in the game and in the spaces and circumstances immediately surrounding gameplay. However, it is still necessary to develop additional conceptualizations of how children and youth's online and offline worlds and experiences are blurred by and…
Descriptors: Grade 4, Elementary School Students, Writing Assignments, English Instruction
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Shaocong Ma; Jingchen Li; Eva E. Chen – Early Education and Development, 2024
Despite the wide usage of screen media among young children, less is known about the relationships between children's screen time and their social competence development as impacted by family-related factors. Here, we investigated parents' engagement, children's screen time, and their social competence among Taiwanese Chinese children's families…
Descriptors: Young Children, Foreign Countries, Social Development, Mass Media Use
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Saman Ebadi; Reza Ahmadi – Journal of Language, Identity, and Education, 2024
The continuous growth of production and the development of new video games have influenced many aspects of human lives, particularly the young generation. While video games may tap on the entertainment side, primarily aiming to entertain players, they may profoundly impact multi-literacy development. This qualitative study utilizes narrative…
Descriptors: Video Games, Multiple Literacies, English (Second Language), Second Language Learning
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Lee Cheng – Technology, Pedagogy and Education, 2024
The rapid advancement of mobile and computing technologies has made the enjoyment of music in the video gaming experience more accessible and affordable, and has raised the interest of educators in the affordances of music-related games for informal music learning. This study aimed to examine the educational affordances of music-related games…
Descriptors: Video Games, Computer Software, Music Education, Music
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Janet S. Mariano; Socorro Gigi V. Cordova – Interactive Learning Environments, 2024
Among the different sectors affected by the COVID-19 pandemic, educational institutions had vast changes in terms of implementing instructional programs via a distance mode to ensure continuous teaching and learning. While studies documenting adjustments during the pandemic highlight challenges such as material constraints, lack of training among…
Descriptors: Athletics, Video Games, Electronic Learning, COVID-19
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Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games
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Yilmaz, Ramazan; Karaoglan Yilmaz, Fatma Gizem; Avci, Ummuhan – Psychology in the Schools, 2023
Individual and multiple games played on the Internet are seen as a popular leisure activity, which is becoming increasingly common among young people. With the COVID 19 pandemic, the interest in Internet games has increased because young people spend more time at home. This has led to an increase in Internet gaming disorder, which is recognized by…
Descriptors: Foreign Countries, College Students, Internet, Time Management
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Sangmin-Michelle Lee – ReCALL, 2023
In recent years, the number of studies investigating the effectiveness of using digital games for incidental second language (L2) vocabulary learning has been rapidly increasing; however, there is still a lack of research identifying the factors that affect incidental L2 vocabulary learning. Hence, the current study examined vocabulary-related…
Descriptors: Second Language Learning, Vocabulary Development, Retention (Psychology), Game Based Learning
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Sosnowski, David W.; Stough, Cathleen Odar; Weiss, Mary Jane; Cessna, Tahra; Casale, Amy; Foran, Adrienne; Erwinski, Melanie; Wilson, John; Farber, Steven A.; Farber, Michael A. – Journal of Autism and Developmental Disorders, 2022
This study examined the feasibility, acceptability, and efficacy of a video game-based digital therapeutic combining applied behavior analysis techniques and gaze-contingent eye tracking to target emotion recognition in youth with autism spectrum disorder (ASD). Children aged 4-14 years with ASD were randomized to complete Lookware™ (n = 25) or a…
Descriptors: Autism, Pervasive Developmental Disorders, Video Games, Applied Behavior Analysis
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Baukiene, Edita; Jusiene, Roma; Praninskiene, Ruta; Lisauskiene, Lina – Early Child Development and Care, 2022
The aim of this study is to examine the relationship between toddlers' and pre-schoolers' sleep problems, screen-based media use, sleep regimen and the role of child emotional reactivity in this relationship. This research is a part of an extensive national study. Participants are 754 children aged 2-5 years old, and their parents. Sleep problems…
Descriptors: Young Children, Parents, Sleep, Television Viewing
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