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Huh, Youn Jung – Contemporary Issues in Early Childhood, 2017
In contrast to studies focusing on digital games as learning tools, this study shows how young children use digital games as a means of facilitating spontaneous play in their everyday lives. This article highlights how 4 three-year-old children's play with digital games revealed their ability to create new forms of play by mixing their digital…
Descriptors: Video Games, Young Children, Teaching Methods, Educational Technology
Marklund, Leif; Dunkels, Elza – Early Years: An International Journal of Research and Development, 2016
This paper presents different angles on the subject of digital play as a means to develop children's literacy and power, using an online ethnographical study of Swedish preschool teachers' discussions in informal online forums. Question posts (n = 239) were analysed using the Technological Pedagogical Knowledge framework and the Caring, Nurturing…
Descriptors: Foreign Countries, Preschool Children, Preschool Education, Emergent Literacy
Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara – Journal of New Approaches in Educational Research, 2014
This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Secondary School Students
Warren, Scott J.; Gratch, Jonathan S. – International Journal of Virtual and Personal Learning Environments, 2013
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing…
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment
Lacasa, Pilar; García-Pernía, María-Ruth; Núñez, Patricia – Journal of Education and Training Studies, 2014
The main goal of this paper is to analyze adolescents' experiences when they play SimCity (EA, 2008), a commercial videogame, in an innovative learning environment designed around the concept of participatory culture. By using this video game in the classroom and machinima productions created in relation to the game, we sought to generate a…
Descriptors: Adolescents, Educational Technology, Video Games, Technology Uses in Education
Sims, Christopher Otter – ProQuest LLC, 2012
This dissertation presents an ethnographic account of the launch of "The Downtown School for Design, Media, and Technology," one of the most prominent American school reform projects in recent years. Drawing on popular accounts about children and young people's pervasive affinity for digital media, and especially video games, the…
Descriptors: Ethnography, Educational Change, Educational Technology, Video Games
Lammers, Jayne C. – Learning, Media and Technology, 2013
Videogames, such as "The Sims," are a digital media passion drawing adolescents to online spaces where they create and share content. This article explores how discourses and expectations are taught in one online, videogame-related fan site of adolescents who read and write "Sims" fan fiction. Using Bernstein's pedagogic…
Descriptors: Web Sites, Educational Technology, Technology Uses in Education, Fiction
Monjelat, Natalia; Mendez-Zaballos, Laura; Lacasa, Pilar – Electronic Journal of Research in Educational Psychology, 2012
Introduction: Video games have proven to be a valuable resource to work different school subjects and topics. Beyond specific content, they could help to develop different abilities, like problem solving. However, not much has been studied on this topic, or many of the studies followed a perspective not entirely compatible with an educational…
Descriptors: Teaching Methods, Ethnography, Discourse Analysis, Problem Solving
Wohlwend, Karen E.; Zanden, Sarah Vander; Husbye, Nicholas E.; Kuby, Candace R. – Journal of Early Childhood Literacy, 2011
Geosemiotics (Scollon and Scollon, 2003) frames this analysis of play, multimodal collaboration, and peer mediation as players navigate barriers to online connectivity in a children's social network and gaming site. A geosemiotic perspective enables examination of children's web play as "discourses in place": fluidly converging and…
Descriptors: Video Technology, Play, Ethnography, After School Programs
Bricker, Leah A.; Bell, Philip – Cultural Studies of Science Education, 2012
In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop…
Descriptors: Ethnography, Expertise, Video Games, Self Concept
Wohlwend, Karen E. – Journal of Early Childhood Literacy, 2009
In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of…
Descriptors: Conferences (Gatherings), Play, Video Games, Ethnography
Stocchetti, Matteo, Ed. – Peter Lang Publishing Group, 2014
This book is an invitation to informed and critical participation in the current debate on the role of digital technology in education and a comprehensive introduction to the most relevant issues in this debate. After an early wave of enthusiasm about the emancipative opportunities of the digital "revolution" in education, recent…
Descriptors: Educational Technology, Technology Uses in Education, Politics of Education, Educational Change
Satwicz, Tom; Stevens, Reed – International Journal of Computers for Mathematical Learning, 2008
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…
Descriptors: Play, Video Games, Children, Interviews
Peppler, Kylie A.; Kafai, Yasmin B. – Online Submission, 2007
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design…
Descriptors: Video Games, Ethnography, Ethics, Literacy
National Academy for Integration of Research, Teaching and Learning (NJ1), 2011
This volume presents 64 abstracts of keynote and parallel paper presentations of the Irish National Academy for Integration of Research, Teaching and Learning's (NAIRTL) conference on the theme of flexible learning. The Flexible Learning conference was a joint initiative by NAIRTL and the Learning Innovation Network. The keynote presentations can…
Descriptors: Open Education, Foreign Countries, Information Technology, Educational Technology