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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
Albuquerque Mendes, Beatriz Dixo Sousa – ProQuest LLC, 2018
This research investigates the responses of three individuals engaging with the Super Mario World (SMW) platform videogame glitches, and how they learned to solve the problem without formal help. This investigation was chosen because it explores connections between media literacy, critical thinking, and play in adults in the context of responding…
Descriptors: Video Games, Computer Software, Error Correction, Problem Solving
Ibrahim, Karim Hesham Shaker – ProQuest LLC, 2016
The field of game-mediated L2 learning has grown exponentially, and much has been discovered about the potentials of game-mediated interactions for L2 development, yet the fine-grained dynamics of player-game interactions and how they come to facilitate and afford L2 development are still largely underexplored. To address this gap in the…
Descriptors: Semitic Languages, Second Language Learning, Management Development, Video Games
Atkinson, Mark – ProQuest LLC, 2013
As a subset of distance education, online learning takes place primarily in learning management systems through asynchronous interaction, that can cause transactional distance between instructor and learners. This study investigated how transactional distance may be affected by the use of Second Life, a 3-D virtual world, as a learning environment…
Descriptors: Distance Education, Online Courses, Integrated Learning Systems, Teacher Student Relationship
Schanzer, Emmanuel Tanenbaum – ProQuest LLC, 2015
Students' struggles with algebra are well documented. Prior to the introduction of functions, mathematics is typically focused on applying a set of arithmetic operations to compute an answer. The introduction of functions, however, marks the point at which mathematics begins to focus on building up abstractions as a way to solve complex problems.…
Descriptors: Mathematics Instruction, Algebra, Word Problems (Mathematics), Problem Solving
Holbert, Nathan Ryan – ProQuest LLC, 2013
Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where…
Descriptors: Games, Design, Science Process Skills, Abstract Reasoning
Korie, Daniel O. – ProQuest LLC, 2015
This study explored media usage among adolescents and its relations to academic performance and aggressive behavior from a qualitative research perspective. This study represents the first of its kind by utilizing a phenomenological methodology to gain insights about lived experiences of adolescents' media use relative to their academic…
Descriptors: Mass Media Use, Adolescents, Academic Achievement, Aggression
Siyahhan, Sinem – ProQuest LLC, 2011
The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…
Descriptors: Educational Games, Video Games, Parent Child Relationship, Design
Collister, Lauren Brittany – ProQuest LLC, 2013
This work explores the use of multimodal communication in a community of expert "World of Warcraft"® players and its impact on politeness, identity, and relationships. Players in the community regularly communicated using three linguistic modes quasi-simultaneously: text chat, voice chat, and face-to-face interaction. Using the…
Descriptors: Intermode Differences, Discourse Modes, Interpersonal Communication, Interpersonal Relationship
Martinez-Hernandez, Kermin Joel – ProQuest LLC, 2010
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…
Descriptors: Feedback (Response), Computer Graphics, Intervention, Video Games
Hester, Amy – ProQuest LLC, 2012
Few studies have documented the literacy activities in an after-school setting of affluent early adolescents assigned to remedial reading. This may be because these students are not considered to be at risk of academic failure. The out-of-school literacy activities of 3 sixth-grade students were examined in this qualitative research. Multiple data…
Descriptors: Early Adolescents, Literacy, Grade 6, Qualitative Research
Woody, Tammy Lynn – ProQuest LLC, 2010
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
Descriptors: Elementary School Students, Student Behavior, Student Attitudes, Video Games
Patton, Ryan Matthew – ProQuest LLC, 2011
Having computer skills, let alone access to a personal computer, has become a necessary component of contemporary Western society and many parts of the world. Digital media literacy involves youth being able to view, participate in, and make creative works with technologies in personal and meaningful ways. Games, defined in this study as…
Descriptors: Activity Units, Art History, Social Systems, Play
Foster, Jacquelyn Michelle – ProQuest LLC, 2010
Schools in the United States are trying to achieve adequate yearly progress (AYP). Due to federal legislation changes in recent years that require schools to make AYP, there have been many discussions regarding how to achieve this when all subgroups are expected to perform at the same level. According to the literature, special education students…
Descriptors: Grade 3, Grade 4, Grade 5, Student Motivation
Rish, Ryan M. – ProQuest LLC, 2011
This study investigates an elective English class, in which students in grades 10-12 collectively read and collaboratively wrote fantasy fiction in four groups. The purpose of the class was to have students consider the choices fantasy and science fictions writers, directors, and video game designers make when creating a fictional world. The…
Descriptors: Interpersonal Relationship, Literacy, Elective Courses, Cartography