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Emihovich, Benjamin W. – ProQuest LLC, 2017
Education researchers are exploring how well-designed video games can be used to improve knowledge, skills, and abilities known as game-based learning (GBL). Current American students are not receiving adequate exposure to authentic ill-structured problem-solving scenarios in their classrooms, and schools need to address the acquisition of…
Descriptors: Undergraduate Students, Problem Solving, Skill Development, Video Games
Lee, Michael C. – ProQuest LLC, 2017
The purpose of this quantitative experimental posttest-only control group research study was to determine the degree to which differences exist in outcomes between students using a video game-based instruction and students using a traditional non-video game-based instruction in accelerated degree program courses at a 4-year university in Illinois…
Descriptors: Video Games, Educational Games, Writing Instruction, Writing Achievement
Ferguson, Terri Lynn Kurley – ProQuest LLC, 2014
This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…
Descriptors: Mathematics Achievement, Rural Schools, High School Students, Technology Uses in Education
Ruggiero, Dana – ProQuest LLC, 2013
To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…
Descriptors: Teaching Methods, Educational Games, Attitude Change, Homeless People
Liu, Jiang – ProQuest LLC, 2013
Recent psycholinguistic findings showed that (a) a multi-modal phonetic training paradigm that encodes visual, interactive information is more effective in training L2 learners' perception of novel categories, (b) decreasing the acoustic variance of a phonetic dimension allows the learners to more effectively shift the perceptual weight towards…
Descriptors: Linguistic Input, Second Language Learning, Intonation, Mandarin Chinese
Boyle, Clifton J., III – ProQuest LLC, 2010
Misuse of technology is a behavioral pattern that continues to emerge in our society. Television and newspapers continue to list and report technology misuse. A recent study from the Pew Internet and American Life Project has indicated approximately one third of teen are victims of online harassment (Lenhart, 2009). Other prominent problems with…
Descriptors: Control Groups, Urban Schools, Citizenship, Video Games