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Showing 1 to 15 of 29 results Save | Export
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Laura Scholes; Luke Rowe; Kathy A. Mills; Amanda Gutierrez; Elizabeth Pink – Learning, Media and Technology, 2024
Engagement with video games can potentially advance student digital competence however, there is a digital skills gap by the time young people progress into adolescence. This current research explores how elementary school students' digital self-efficacy might relate to experiences in video game environments to influence perceptions of digital…
Descriptors: Video Games, Technological Literacy, Elementary School Students, Self Efficacy
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Erika Spray; Natasha Kett; Nate Rutherford; Tess Rendoth – Australasian Journal of Educational Technology, 2024
Simulated learning environments have rapidly evolved in recent years and are gaining traction as an effective tool in teacher education (Australian Institute for Teaching and School Leadership, 2023; Frei-Landau et al., 2023). This paper explores the use of virtual classroom simulation in initial teacher education at an Australian university. It…
Descriptors: Computer Simulation, Teacher Education, Foreign Countries, Alignment (Education)
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Scholes, Laura; Mills, Kathy A.; Wallace, Elizabeth – Learning, Media and Technology, 2022
This article addresses a gap in research about primary school boys' identification as 'gamers.' Drawing on a survey of 318 Year 3 (7-8 years old) students, the research identified boys' self-reported enjoyment for gaming, their frequency using digital devices, and their self-rated digital skills. Interviews with four boys from the survey also…
Descriptors: Elementary School Students, Grade 3, Males, Identification (Psychology)
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Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
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López López, Ligia; de Wildt, Lars; Moodie, Nikki – British Journal of Sociology of Education, 2019
The myth that justified the takeover of a continent lives on both in classrooms and in popular media. Drawing from classroom observations in an urban primary school in Australia, this article enters the technology in education conversation, more specifically through the use of videogames for learning. Based on classroom exchanges between teachers…
Descriptors: Foreign Countries, Urban Schools, Elementary School Students, Elementary School Teachers
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Valentine, Andrew; Lowenhoff, Stephanie; Marinelli, Melissa; Male, Sally; Hassan, Ghulam Mubashar – European Journal of Engineering Education, 2020
Engineering professionals are expected to conduct their work in an ethical manner. However, students may receive limited instruction on ethics and demonstrate resistance to learning about ethics in practice, contributing to graduates being ill-prepared to face ethical dilemmas in the workplace. This study investigated the nascent learning by…
Descriptors: Ethics, Engineering Education, Workshops, Video Technology
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Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Hitchens, Michael; Tulloch, Rowan – Interactive Technology and Smart Education, 2018
Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Attitudes
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Southgate, Erica; Budd, Janene; Smith, Shamus – Australian Journal of Teacher Education, 2017
Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
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Pedersen, Scott J.; Cooley, Paul D.; Cruickshank, Vaughan J. – Physical Education and Sport Pedagogy, 2017
Background: The advent of technology use in physical education is upon us. But the implications of using exergames as a substitute for traditional physical education instruction for some students raise questions. Although exergames have the potential to increase energy expenditure and motivation in some children, it is less clear whether they can…
Descriptors: Teaching Methods, Physical Education, Exercise, Program Effectiveness
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Barlow, Tim; Fleming, Barry – Teaching Science, 2016
"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Beavis, Catherine – Journal of Adolescent & Adult Literacy, 2014
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices…
Descriptors: Teaching Methods, Video Games, English Instruction, Language Arts
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Main, Susan; O'Rourke, John; Morris, Julia; Dunjey, Helen – Issues in Educational Research, 2016
The way in which technologies support students with disability has been widely explored in recent times. Much of this research has focused on computer programs specifically designed to teach social and academic skills to students with disability. In the research reported in this paper we examined how students with disability could use technology…
Descriptors: Video Games, Educational Technology, Disabilities, Technology Uses in Education
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O'Rourke, John; Main, Susan; Hill, Susan M. – Australian Journal of Teacher Education, 2017
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Video Games
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Apperley, Tom; Beavis, Catherine – E-Learning and Digital Media, 2013
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…
Descriptors: Critical Literacy, Computer Games, Video Games, Teaching Methods
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