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Xianhua Luo – ProQuest LLC, 2024
Electronic sports (Esports) is a fast-growing competition that has increased modern sports families' market value and size worldwide. It has become a popular competitive gaming and intramural activity in American university campuses. However, what are the perceptual differences toward Esports among university students in America? Therefore, this…
Descriptors: Video Games, College Students, Competition, Student Attitudes
David Shimokawa – ProQuest LLC, 2024
In an increasingly competitive higher education marketplace, institutions are seeking innovative strategies to grow or maintain their existing student populations. As student interests shift over time, institutions must stay informed of the rise and decline of various sporting activities and the impact those activities have on the student body. As…
Descriptors: Video Games, College Students, Student Participation, Student Experience
William Alan Fisackerly – ProQuest LLC, 2024
The budding esports scene has drawn attention from higher education institutions in North America, who are growing community, competitive, and pedagogical esports initiatives. Varsity Esports Programs (VEPs) have proliferated since Robert Morris launched the first varsity program in 2014, with over 12,800 players from 650 institutions competing in…
Descriptors: Video Games, College Athletics, Administrators, Administrator Attitudes
Johnson, Kim S. – ProQuest LLC, 2022
A leadership gender gap exists in politics, business, and higher education, and there appears to be one in collegiate esports. Researchers have conducted studies on some aspects of esports; however, we know little about women's experiences leading collegiate esports programs. The purpose of this qualitative study--a descriptive (transcendental)…
Descriptors: Experience, Females, Video Games, College Athletics
Raymond Kaimana Eran Estrella Jr. – ProQuest LLC, 2023
Video games, such as the popularized game Minecraft, have been used in a variety of educational settings and learning contexts. Though academic findings of video game usage are mixed, increases in learning competencies, skills and engagement were apparent. While faced with creating an alternative learning plan for teaching kaikua?ana and kaikaina…
Descriptors: Video Games, Game Based Learning, COVID-19, Pandemics
Almazyad, Reem Ali – ProQuest LLC, 2022
This study quantitatively and qualitatively measured gender and age differences in cognitive, affective, and behavioral engagement while playing video games among the University of North Texas (UNT) undergraduate students. Also, it examined the relationship between time spent playing video games and the three engagement states. For the…
Descriptors: Undergraduate Students, Gender Differences, Age Differences, Student Behavior
Marcus Wolfe – ProQuest LLC, 2024
This qualitative study examines how playing levels of a fraction-themed videogame impacts students' thinking. The research question answered is: What do students' gestures reveal about the degree to which their thinking is embodied as they play a videogame that is constructed via a grounded metaphor for mathematical knowledge. Four soon-to-be…
Descriptors: College Bound Students, College Freshmen, Universities, Mathematics Education
Winsor, Rhiannon Brooke – ProQuest LLC, 2022
The purpose of this qualitative descriptive study was to gain an understanding of how attitudes, perceptions, and subjective norms influenced professors' lived experiences of intentions to use digital game-based learning (DGBL) in the Western region of the United States. The theory of reasoned action (TRA) and the technology acceptance model (TAM)…
Descriptors: Intention, Game Based Learning, Video Games, Teacher Attitudes
Méndez Irizarry, Alejandra S. – ProQuest LLC, 2023
This doctoral dissertation documents the experiences of women (student and faculty) in computer science programs. The research emerges from the literature on the gender gap in computing and video gaming. Thus, the author seeks to find the meaning that participants have granted to their experiences as undergraduate students and faculty, in a…
Descriptors: Females, Computer Science Education, Video Games, Gender Differences
Lowrey, James – ProQuest LLC, 2023
Esports teams (competitive video gaming organizations) are proliferating at colleges and universities throughout the United States as colleges seek to attract and retain students with diverse sets of interests. While these teams bolster college recruitment efforts, additional research is needed to explore several potential links between the…
Descriptors: College Athletics, Video Games, Competition, Team Sports
Ronald Hammond – ProQuest LLC, 2023
The problem investigated in this study was that the inability to maintain adequate e-sports technology and the impact on the establishment of e-sports at historically black colleges and universities. The purpose of this case study was to explore sports management faculty's perspectives of e-sports programs in historically black colleges and…
Descriptors: Athletics, Business Administration Education, College Faculty, Black Colleges
Kristen E. Fung – ProQuest LLC, 2022
In today's technological era, understanding if and how teachers' acceptance and integration of technology evolves is critical to understanding their needs. Technology creates complicated demands on educators and research shows various factors may contribute to their limited success at integrating it (Bustos & Nussbaum, 2009). Research also…
Descriptors: Video Games, Language Teachers, Technology Integration, Technology Uses in Education
Nicole Chelonis – ProQuest LLC, 2020
Esports is a billion-dollar industry and is making its way into higher education. Due to its newness to higher education, esports has not been thoroughly studied. This study surveyed American collegiate esports players to determine both their preferred coaching style, and what motivates them to compete. The survey instruments used were the Sport…
Descriptors: College Athletics, Video Games, Student Athletes, Competition
Scott L. Kraemer – ProQuest LLC, 2024
This dissertation detailed the ways by which stakeholder interactions affected interdisciplinary curriculum development in the novel field of esports at Mideast State University. Due to the prevalence of esports in higher education, the sudden popularity of the esports field, and the role of esports in an already overloaded curriculum space, this…
Descriptors: Video Games, Interdisciplinary Approach, Majors (Students), College Athletics
Christopher D. Terranova – ProQuest LLC, 2022
Over the last decade, the advancement of competitive collegiate esports has shown that there can be new and innovative ways for students to represent their schools competitively, earn scholarships, and make a living after college - all through "gaming." It is currently unknown whether college students and administration perceive…
Descriptors: Higher Education, Video Games, School Recreational Programs, Extracurricular Activities
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