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Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
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Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben – Society for Research on Educational Effectiveness, 2013
Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…
Descriptors: Mathematics Achievement, Low Achievement, At Risk Students, Educational Games
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Ham, Ok Kyung; Sung, Kyung Mi; Kim, Hee Kyung – Journal of School Nursing, 2013
The purpose of this study was to investigate the association of sociodemographic, psychosocial, and behavioral characteristics with screen time among school-age children in Korea. This study employed a nonexperimental, cross-sectional study design. A total of 370 children attending four elementary schools participated in the study. Self-report…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Television Viewing
Buschang, Rebecca E.; Chung, Gregory K. W. K.; Kim, Jinok – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
This study is an exploratory study of the relationship between collaboration and mathematics and game outcomes in a video game aimed at teaching concepts related to rational numbers. The sample included 243 middle school students who played the video game either with one partner or individually for 40 minutes. Results suggest that participants…
Descriptors: Classroom Research, Video Games, Academic Achievement, Numbers
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Kenny, Robert F.; McDaniel, Rudy – British Journal of Educational Technology, 2011
Video games have become an essential part of the way people play and learn. While an increasing number of people are using games to learn in informal environments, their acceptance in the classroom as an instructional activity has been mixed. Successes in informal learning have caused supporters to falsely believe that implementing them into the…
Descriptors: Preservice Teachers, Informal Education, Technology Integration, Educational Technology
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Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka – Interactive Learning Environments, 2010
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
Descriptors: Creativity, Video Games, Computer Peripherals, Kindergarten
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
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Wu, Min Lun; Richards, Kari; Saw, Guan Kung – Computers in the Schools, 2014
A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…
Descriptors: Foreign Countries, Mixed Methods Research, Computer Games, Educational Games
Allsop, Yasemin – Online Submission, 2011
The use of computer games on mobile devices in schools for learning is still relatively new and is constantly evolving. The successful integration of this emerging technology into education requires a longitudinal study into how they are being perceived by learners and teachers. Finding out what works well with children in the terms of technology…
Descriptors: Concept Mapping, Student Attitudes, Educational Games, Learning Experience
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Mifsud, Charles L.; Vella, Rosalind; Camilleri, Liberato – Research in Education, 2013
The first part of this study shows that there is increased support for using video games in the classroom from different stakeholders, namely students, teachers and parents. The potential role that video games can play in the classroom learning process needs to be more well defined. There is a dire need for research work under experimental…
Descriptors: Teaching Methods, Video Games, Literacy Education, Experimental Groups
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Ceranoglu, Tolga Atilla – Academic Psychiatry, 2010
Objective: Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with…
Descriptors: Play, Video Games, Pain, Cognitive Restructuring
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Marsh, Jackie – Journal of Early Childhood Research, 2010
Virtual worlds for children are becoming increasingly popular, and yet there are few accounts of children's use of these worlds. Young children are spending increasing amounts of time online as technology continues to create significant changes in social and cultural practices in the 21st century. Some of children's online interactions can be…
Descriptors: Play, Internet, Web Sites, Information Technology
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Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole – Cultural Studies of Science Education, 2012
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…
Descriptors: Foreign Countries, Video Games, Teaching Methods, Botany
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Coller, B. D.; Shernoff, David J.; Strati, Anna – Advances in Engineering Education, 2011
The paper presents results of a multi-year quasi-experimental study of student engagement during which a video game was introduced into an undergraduate dynamic systems and control course. The video game, "EduTorcs", provided challenges in which students devised control algorithms that drive virtual cars and ride virtual bikes through a…
Descriptors: Engineering Education, Learner Engagement, Video Games, Quasiexperimental Design
Kastoudi, Denise – European Association for Computer-Assisted Language Learning (EUROCALL), 2011
The gaming and interactional nature of the virtual environment of Second Life offers opportunities for language learning beyond the traditional pedagogy. This study case examined the potential of 3D virtual quest games to enhance vocabulary acquisition through interaction, negotiation of meaning and noticing. Four adult students of English at…
Descriptors: Virtual Classrooms, Adult Students, Native Speakers, English (Second Language)
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