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Xianhua Luo – ProQuest LLC, 2024
Electronic sports (Esports) is a fast-growing competition that has increased modern sports families' market value and size worldwide. It has become a popular competitive gaming and intramural activity in American university campuses. However, what are the perceptual differences toward Esports among university students in America? Therefore, this…
Descriptors: Video Games, College Students, Competition, Student Attitudes
David Shimokawa – ProQuest LLC, 2024
In an increasingly competitive higher education marketplace, institutions are seeking innovative strategies to grow or maintain their existing student populations. As student interests shift over time, institutions must stay informed of the rise and decline of various sporting activities and the impact those activities have on the student body. As…
Descriptors: Video Games, College Students, Student Participation, Student Experience
Grobelina, Iwona; Mazurkiewicz, Malgorzata; Janus, Damian – Informatics in Education, 2023
Background: Petri nets are a formal specification technique for modelling of control processes and modern flexible manufacturing systems. Interpreted Petri nets take into account input and output signals, allowing to apply them in any control system or even in control part of a cyber-physical system. Due to the fact that Petri nets are not used in…
Descriptors: Game Based Learning, Video Games, College Students, Student Attitudes
Udeozor, Chioma; Russo-Abegão, Fernando; Glassey, Jarka – International Journal of Educational Technology in Higher Education, 2023
Digital games are considered relevant in higher education due to their ability to foster authentic, active and experiential learning opportunities that are of importance in engineering education. However, as a relatively new pedagogical tool, there is the need to understand the perceptions of engineering students as well as to identify factors…
Descriptors: Engineering Education, Video Games, Game Based Learning, College Students
Yuchun Zhong; Kai Guo; Luke Kutszik Fryer; Samuel Kai Wah Chu; Hao Deng – Education and Information Technologies, 2025
Esports (electronic sports) or competitive video gaming has taken its place as a leading form of entertainment for young people worldwide. However, esports were generally studied as a popular form of entertainment, and rarely have studies examined esports from an educational perspective. This study aimed to investigate the perceived impact of…
Descriptors: Video Games, College Students, 21st Century Skills, Communication Skills
Kenneth Jones – Myers Education Press, 2025
African American males are confronted with formidable barriers in their pursuit of quality education, resulting in stark disparities in academic performance, economic opportunities, and social outcomes. Despite numerous educational initiatives striving for parity, African American males persistently bear the brunt of the highest rates of…
Descriptors: Males, Video Games, Stereotypes, Disproportionate Representation
Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
Wright, Paul N.; Whitworth, Malcolm; Tibaldi, Alessandro; Bonali, Fabio; Nomikou, Paraskevi; Antoniou, Vavara; Vitello, Fabio; Becciani, Ugo; Krokos, Mel; Van Wyk de Vries, Benjamin – Journal of Geography in Higher Education, 2023
At a time when traditional fieldwork is coming under pressure, be it from shrinking budgets, reducing carbon footprints, increased concerns for personal safety or the desire to make field skills accessible to all, how do we ensure that the key skills of observation, data collection and landscape analysis can still be developed in our students?…
Descriptors: Student Attitudes, Computer Simulation, Hazardous Materials, Field Experience Programs
Salas-Rueda, Ricardo-Adán; Alvarado-Zamorano, Clara; Ramírez-Ortega, Jesús – Educational Process: International Journal, 2022
Background/purpose: During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data…
Descriptors: Video Games, Teaching Methods, Learning Processes, Electronics
Nathan D. Haines – Update: Applications of Research in Music Education, 2024
The purpose of this study was to investigate ensemble members' perceptions of their studio orchestra experiences. Survey data were collected from participants (N = 50) enrolled in a studio orchestra at a major collegiate institution in the Southeastern United States. A studio orchestra is a group of musicians who collaborate, compose, arrange,…
Descriptors: Musicians, Music Facilities, Popular Culture, Music
Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
Cabellos, Beatriz; Sánchez, Daniel L.; Pozo, Juan-Ignacio – Technology, Knowledge and Learning, 2023
One of the factors associated with the educational use of video games is the conception that teachers and students have about their educative usefulness. However, there are no studies that identify what aspects are considered more effective to learn with video games and what kind of learning is more accessible using them. This study aims at…
Descriptors: Preservice Teachers, Video Games, Educational Games, Instructional Effectiveness
Ke Li; Mark Peterson; Qiao Wang – Computer Assisted Language Learning, 2024
This study applies Activity Theory to describe and analyze an out-of-school project in which eight Chinese university students utilized a massively multiplayer online game (MMOG) to learn English. Based on data collected through questionnaires, gaming journals, gaming recordings and interviews, thematic analysis was performed to identify the…
Descriptors: Informal Education, Second Language Learning, Video Games, College Students
Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
Umamah, Atik; Saukah, Ali – PASAA: Journal of Language Teaching and Learning in Thailand, 2022
Digital games have been integrated into the teaching and learning process along with the immense use of digital games by student gamers. This adoption is to facilitate students with a more interesting and exciting classroom atmosphere. This study was conducted in an attempt to describe the voice of EFL university students regarding the integration…
Descriptors: Video Games, Game Based Learning, Student Attitudes, English (Second Language)