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Showing 1 to 15 of 34 results Save | Export
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Myers, Christina; Piccolo, Lara; Collins, Trevor – Journal of Learning for Development, 2023
Digital games can be used as educational tools for tackling structural inequalities and promoting social justice. Designing games with these purposes is a complex task that requires a myriad of combined expertise, including games' mechanics, software development, educational game design, pedagogy and knowledge of the educational topic (which can…
Descriptors: Educational Games, Social Change, Instructional Design, Democratic Values
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American Journal of Play, 2020
T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her…
Descriptors: Educational Sociology, Video Games, Computer Games, Internet
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Gee, Elisabeth R.; Aguilera, Earl – Pedagogies: An International Journal, 2021
Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of…
Descriptors: Critical Literacy, Computer Games, Video Games, Adolescents
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Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
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Pill, Shane; Hyndman, Brendon; SueSee, Brendan; Williams, John – Journal of Teaching in Physical Education, 2021
Purpose: The research applies a multidisciplinary perspective to create knowledge and insight about the opportunities that digital game design principles offer to physical education (PE) pedagogy. Methods: Data were initially collected through an appreciative inquiry (AI). AI offers an alternative research perspective to critical theory that has…
Descriptors: Physical Education, Video Games, Computer Games, Design
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
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Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
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Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
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Nooney, Laine – American Journal of Play, 2017
The author retells the origin story of Sierra On-Line and its historic first product, the graphical adventure game "Mystery House." She reviews the academic and journalistic writing that placed the story almost exclusively inside a narrative about early computer games, treating it as a saga of the competition between the graphic…
Descriptors: Video Games, History, Computer Games, Interaction
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Uluay, Gulsah; Dogan, Alev – Journal of Education in Science, Environment and Health, 2020
The aim of this paper is to introduce Kodu Game Lab to pre-service science teachers through a method course based on MAGDAIRE framework and prepare them to design their own digital games. In accordance with this purpose, key factors towards using digital games in classroom are also observed. Convergent parallel design that is a type of mix method…
Descriptors: Preservice Teachers, Science Teachers, Teaching Methods, Electronic Learning
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Callaghan, Melissa N.; Reich, Stephanie M. – International Journal of Mobile and Blended Learning, 2020
Preschool-aged learners process information differently from older individuals, making it critical to design digital educational games that are tailored to capitalize on young children's learning capabilities. This in-depth literature synthesis connects features of digital educational game design--including visuals, feedback, scaffolding…
Descriptors: Preschool Children, Developmentally Appropriate Practices, Educational Games, Design
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
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Baker-Doyle, Kira J. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
This article is a commentary essay that uses the connected learning framework (Ito et al., 2013) as a lens to explore the relationship between making, coding, and critical literacy in the context of literacy teacher education. Critical literacy theorists have argued that it is important to understand the perspective and positionality of an author…
Descriptors: Coding, Programming, Computer Science Education, Reflection
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Javora, Ondrej; Hannemann, Tereza; Stárková, Tereza; Volná, Kristina; Brom, Cyril – British Journal of Educational Technology, 2019
Little is known about what design elements in digital learning games enhance learning; especially in the case of child audiences. This study examines the effects of a learning game's visual design on perceived attractiveness and learning outcomes. We developed two visual designs for the game: one with supposedly high esthetic value and another…
Descriptors: Computer Games, Video Games, Design, Audiences
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Virk, Satyugjit; Clark, Douglas; Sengupta, Pratim – Educational Psychologist, 2015
Environments in which learning involves coordinating multiple external representations (MERs) can productively support learners in making sense of complex models and relationships. Educational digital games provide an increasing popular medium for engaging students in manipulating and exploring such models and relationships. This article applies…
Descriptors: Computer Games, Video Games, Teaching Methods, Science Instruction
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