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Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
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
Faizan Ahmad; Momina Shaheen; Zeeshan Ahmed; Rubata Riasat; Sara Muneeb – Interactive Learning Environments, 2024
Undertaking cognitively stimulating activities over the course of life, such as playing brain games (BGs), is only possible if they continuously deliver a playful as well as playable experience. The understanding of how these subcomponents of experience (i.e. playfulness and playability) get influenced in both modes (single vs. two-player) of…
Descriptors: Gamification, Play, Educational Games, Learner Engagement
Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students
Coleman, Thomas E.; Money, Arthur G. – Higher Education: The International Journal of Higher Education Research, 2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With…
Descriptors: Student Centered Learning, Educational Games, Computer Games, Video Games
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Zuiker, Steven J. – Educational Technology, 2016
Educational videogames support productive learning by organizing content in relation to meaningful contexts and roles. Videogames can also create new opportunities for understanding and supporting learning when the game ends. This presents formative transitions as a strategy for revealing what players learn through videogames, while also…
Descriptors: Video Games, Educational Games, Educational Technology, Play
Wilcox, Steve – American Journal of Play, 2019
Game design offers a unique but often misunderstood pedagogical opportunity. The author draws on learning theory, feminist epistemology, and game studies to analyze a novel genre of games capable of realizing this opportunity by mobilizing knowledge through play--praxis games--founded on the concept of situated praxis. Situated praxis encourages…
Descriptors: Educational Games, Instructional Design, Praxis, Play
Themistokleous, Sotiris; Avraamidou, Lucy; Vrasidas, Charalambos – EURASIA Journal of Mathematics, Science and Technology Education, 2020
The purpose of this qualitative case study study is to examine the ways in which mobile videogames can be used in non-formal educational environments, to support students to develop decision-making skills through negotiated play. In the context of this study, the health literacy mobile videogame, "PlayForward: Elm City Stories" developed…
Descriptors: Handheld Devices, Video Games, Play, Decision Making Skills
Holbert, Nathan; Wilensky, Uri – Journal of the Learning Sciences, 2019
In this article we propose that educational game design should work to create games as objects-to-think-with--games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can…
Descriptors: Instructional Design, Educational Games, Video Games, Discovery Learning
Sengupta, Pratim; Clark, Doug – Educational Technology, 2016
The authors extend the theory of "disciplinary integration" of games for science education beyond the virtual world of games, and identify two key themes of a practice-based theoretical commitment to science learning: (1) materiality in the classroom, and (2) iterative design of multiple, complementary, symbolic inscriptions (e.g.,…
Descriptors: Play, Games, Science Instruction, Science Education
Bacalja, Alexander – English in Australia, 2018
This paper reports on a participatory action research project which used videogames as the central texts for play and study in a middle-years English classroom in Australia. Ongoing questions about the nature of subject English have often focused on the discipline's ability to accommodate twenty-first century literacies. Videogames, as…
Descriptors: Video Games, Educational Games, Middle School Students, English Instruction
Al Saud, AlJohara Fahad – European Journal of Educational Sciences, 2017
The current study attempts to explore the effect of the educational video games on enriching the social skills of underprivileged children in Saudi Arabia. It compares the social skills of underprivileged children who do and do not have access to educational video games through IPads. To accomplish the goals of the study; twenty underprivileged…
Descriptors: Foreign Countries, Educational Games, Video Games, Low Income Students
Kozdras, Deborah; Joseph, Christine; Schneider, Jenifer Jasinski – Reading Teacher, 2015
In this article, we describe how literacy strategies can be adapted for playing (and reading) video games--games that embed disciplinary content in multimedia texts. Using close viewing and guided playing strategies with online games and simulations, we share ideas for helping students navigate and comprehend multimedia texts in order to learn…
Descriptors: Reading Instruction, Video Games, Multimedia Materials, Educational Games