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Keyes, Aislyn Anne Dewathe – ProQuest LLC, 2023
Human-driven threats are changing biodiversity and impacting ecosystem services (i.e., nature's contributions to society, henceforth 'services'). The consequences of biodiversity change for ecosystems and people are hard to predict because the loss of one species can trigger secondary extinctions of additional species when species interact (e.g.,…
Descriptors: Ecology, Biodiversity, Animals, Food
Herder, Tiffany – ProQuest LLC, 2023
Educational video games often engage students intuitively with visuals with quick, responsive actions to immerse students in authentic disciplinary practice. In contrast, typical formal learning environments engage students in conscious reflection with visual representations to understand underlying disciplinary concepts. Research has examined how…
Descriptors: Educational Games, Video Games, Play, Learning Processes
Meagan Kathleen Bromley – ProQuest LLC, 2023
Parental involvement in play has long been an essential piece of healthy child development and wellbeing, yet when it comes to digital play, parent-child relationships are often characterized by conflict and stress. This research explored the relationship between parental involvement with children's digital game play, digital game design, and…
Descriptors: Parent Participation, Child Development, Parent Child Relationship, Video Games
Ethlyn Saltzman – ProQuest LLC, 2022
The study examined the effects of a new game mechanic on collaborative learning and mathematical discourse when playing a digital geometry puzzle game. For this study, two new versions of the game "Noobs vs. Leets" were developed. Both versions of the game teach the concepts of complementary and supplementary angles and the angle sum…
Descriptors: Cooperative Learning, Geometry, Mathematics Instruction, Video Games
Sandstrom, Alice M. – ProQuest LLC, 2019
This dissertation proposes the development of an educational video game that teaches its players. This proposed game seeks to address the following two issues/problems within the topic of shape grammar. First, the process of designing with shape grammar requires the designer to first develop shape rules at the start of the design process, opposite…
Descriptors: Educational Games, Video Games, Architectural Education, Geometric Concepts
Williams, Walter K. – ProQuest LLC, 2018
The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…
Descriptors: Video Games, Design, Qualitative Research, Case Studies
Kovacic, Joseph – ProQuest LLC, 2019
The purpose of this quantitative, non-experimental correlational study was to evaluate the influences of video gaming activities on information technology enrollment at the post-secondary education level. The research entailed an examination of the relationships between video gaming, information technology academic entry, behavioral intention to…
Descriptors: Undergraduate Students, Video Games, Information Technology, Usability
Crenshaw, Nicole Kathryn – ProQuest LLC, 2017
As society shifts towards spending more time online for business and leisure, examining human behavior in virtual environments is crucial. To better understand the role that games play in our society, I analyze social experience in World of Warcraft (WoW), one of the longest running massively multiplayer online role-playing games (MMO). Since its…
Descriptors: Video Games, Social Experience, Role Playing, Play
Hudson, Seth Andrew – ProQuest LLC, 2018
This dissertation is a phenomenological study exploring the lived experiences of industry video game writers. The findings of the study highlight the areas of competence necessary for game writing in the workplace, including writing and storytelling, communication and collaboration, understanding systems and dynamics, tool proficiency, and…
Descriptors: Teaching Methods, Video Games, Competence, Writing Skills
Baron, Tyler – ProQuest LLC, 2017
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the…
Descriptors: Educational Games, Course Content, Engineering, Models
Holmes, Jeffrey Brandon – ProQuest LLC, 2016
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
Martinez, Pamela N. – ProQuest LLC, 2017
Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has gained momentum, there is a lack of studies that provide insight on how they should be designed, specifically components of active games make them engaging. This study identifies, analyzes and…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Physical Activities
Loparev, Anna – ProQuest LLC, 2016
Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when it comes to teaching collaborative skills. We explore one promising option: collaborative scaffolding in educational video games. Through this methodology, we can impart collaborative…
Descriptors: Cooperation, Middle School Students, Literature Reviews, Classification
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
Her Many Horses, Ian – ProQuest LLC, 2016
The world, and especially our own country, is in dire need of a larger and more diverse population of computer scientists. While many organizations have approached this problem of too few computer scientists in various ways, a promising, and I believe necessary, path is to expose elementary students to authentic practices of the discipline.…
Descriptors: After School Education, Computer Science Education, Elementary School Students, Scaffolding (Teaching Technique)
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