Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 8 |
Descriptor
Computer Games | 8 |
Role Playing | 8 |
College Students | 3 |
Simulated Environment | 3 |
Statistical Analysis | 3 |
Video Games | 3 |
Adolescents | 2 |
Case Studies | 2 |
Computer Simulation | 2 |
Cooperative Learning | 2 |
Correlation | 2 |
More ▼ |
Source
ProQuest LLC | 8 |
Author
Ackerman, Lyn Kajiwara | 1 |
Byun, JaeHwan | 1 |
Franetovic, Marija | 1 |
Haas, Leslie | 1 |
Hollister, Jonathan M. | 1 |
King, Elizabeth M. | 1 |
Marvel, Michele D. | 1 |
Moncarz, Howard T. | 1 |
Publication Type
Dissertations/Theses -… | 8 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Secondary Education | 1 |
Grade 8 | 1 |
Audience
Location
Hawaii | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
Hollister, Jonathan M. – ProQuest LLC, 2016
This dissertation explores and describes the in-character and out-of-character information worlds and digital literacy practices of role-players, those that create and enact their characters' or avatars' stories, both within and outside of WildStar, a Massively Multiplayer Online Role-Playing Game (MMORPG) (Carbine Studios, 2015). Utilizing Jaeger…
Descriptors: Technological Literacy, Role Playing, Computer Games, Simulated Environment
Haas, Leslie – ProQuest LLC, 2012
This content analysis examined levels of vocabulary within massively multiplayer online role-playing games (MMORPGs). A total of six MMORPGs were studied; three were pay-to-play (P2P), and three were free-to-play (F2P). Sixty hours of game play (10 hours per game) provided the researcher with 50,240 embedded vocabulary words. Each MMORPG was…
Descriptors: Computer Games, Vocabulary, Role Playing, Statistical Analysis
Byun, JaeHwan – ProQuest LLC, 2012
Learner engagement has been considered one of the keys that can lead learners to successful learning in a multimedia learning environment such as digital game-based learning. Regarding this point, game-based learning advocates (e.g., Gee, 2003; Prensky, 2001) have asserted that digital games have great potential to engage learners. Nonetheless,…
Descriptors: Computer Games, Learner Engagement, Role Playing, Control Groups
Moncarz, Howard T. – ProQuest LLC, 2012
This study investigated how playing different types of video games was associated with different values of metacognitive awareness. The target population was first and second-year college students. The study used a survey methodology that employed two self-reporting instruments: the first to estimate a metacognitive-awareness index (MAI), and the…
Descriptors: Student Attitudes, Video Games, Metacognition, College Students
Marvel, Michele D. – ProQuest LLC, 2012
Massively multiplayer online games (MMOGs) have potential as educational tools. Existing literature shows that MMOG-based courses can foster a more immediate sense of community among students than traditional distance learning interfaces. The immersive technology of MMOGs opens the door for students to be able to virtually walk through the college…
Descriptors: Computer Games, Educational Technology, Teaching Methods, Cooperative Learning
King, Elizabeth M. – ProQuest LLC, 2011
While research indicates that an increasing number of males are experiencing a sense of disaffiliation with traditional education (Kleinfeld, 2006; Steinkuehler & King, 2009), nearly all teenage boys and young adult men (approximately 99%) regularly engage in playing video games of some sort (Roberts, Foehr & Rideout (2008). This is an interesting…
Descriptors: Discourse Communities, Workplace Learning, Job Skills, Career Exploration
Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement