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Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
Lu, Andrew; Chan, Sandra; Cai, Yiyu; Huang, Lihui; Nay, Zin Tun; Goei, Sui Lin – Interactive Learning Environments, 2018
Autism Spectrum Disorder (ASD) is a developmental disorder with different levels of severity. Although the exact causes of ASD is not yet known, nor is there a medical cure for ASD to date, special facilities and schools have been established to help individuals coping better and becoming more independent. With the advancement in Virtual Reality…
Descriptors: Autism, Pervasive Developmental Disorders, Simulated Environment, Educational Technology
Dunwell, Ian; Lameras, Petros; de Freitas, Sara; Petridis, Panos; Hendrix, Maurice; Arnab, Sylvester; Star, Kam – International Journal of Game-Based Learning, 2014
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than…
Descriptors: Career Guidance, Adolescents, Computer Games, Video Games
Blumberg, Fran C.; Altschuler, Elizabeth A.; Almonte, Debby E.; Mileaf, Maxwell I. – New Directions for Child and Adolescent Development, 2013
Current empirical findings show linkages between recreational video game play and enhanced cognitive skills, primarily among young adults. However, consideration of this linkage among children and adolescents is sparse. Thus, discussions about facilitating transfer of cognitive skills from video game play to academic tasks among children and…
Descriptors: Adolescents, Young Adults, Video Games, Schemata (Cognition)
Martin, Nicole J.; Ameluxen-Coleman, Evan J.; Heinrichs, Derikk M. – Journal of Physical Education, Recreation & Dance, 2015
It is recommended that each day youth get 60 minutes or more of moderate-to-vigorous physical activity that includes aerobic, muscle, and bone strengthening activities. The majority of youth, however, do not meet these physical activity guidelines. Children and adolescents spend on average seven hours engaging in sedentary "screen-based"…
Descriptors: Life Style, Physical Activity Level, Technology Uses in Education, Child Behavior
King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
Adachi, Paul J. C.; Willoughby, Teena – Journal of Adolescent Research, 2013
We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…
Descriptors: Video Games, Adolescents, Adolescent Development, Violence
Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
Johnson, Barbara Z.; King, Elizabeth; Hayes, Elisabeth – Online Submission, 2008
In its second year, the Tech Savvy Girls Project adopted "Teen Second Life" as a platform for interest-driven learning and designed projects and objects around themes important to them and their futures as technology-using, creative people. By using the building tools in an open-ended virtual world, they were able to pursue interests common to…
Descriptors: Females, Computer Uses in Education, Computers, Information Technology