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Roure, Cédric; Pasco, Denis – Journal of Teaching in Physical Education, 2023
Purpose: The context personalization approach refers to matching educational content with characters, objects, and themes of students' out-of-school interests. Considering the positive effects of individual interest on the regulation of student-incontext experiences, this study used the context personalization approach to match physical education…
Descriptors: Physical Education, Student Interests, Self Esteem, Competence
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
Malik, Amjad; Terry, Marion – BU Journal of Graduate Studies in Education, 2021
We initiated the study in response to school counsellors' concerns over the effects of noneducational video gaming and texting on students' school performance. The research purpose was to examine the correlations between various factors and academic performance in grade 9. The factors included social relations (e.g., friends), extra-curricular…
Descriptors: Grade 9, High School Students, Foreign Countries, Counselor Attitudes
Ristanto, Rizhal Hendi; Kristiani, Endah; Lisanti, Elsa – Journal of Turkish Science Education, 2022
The learning process with modern technology is an absolute requirement in the digital age. As a science subject with unique characteristics, biology also requires a unique and technology-based learning process. Flipped Classroom--Digital Game-Based Learning (FC-DGBL) is a learning model that combines flipped classrooms and evaluations using…
Descriptors: Science Instruction, Educational Technology, Technology Uses in Education, Flipped Classroom
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Terry, Marion; Malik, Amjad; Anju, Sajeera – Online Submission, 2021
Due to concerns expressed by high school counsellors, Dr. Malik and Dr. Terry developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social relations,…
Descriptors: Foreign Countries, Academic Achievement, Grades (Scholastic), Video Games
Terry, Marion; Malik, Amjad; Chohan, Bushra – Online Submission, 2020
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale questionnaire to assess the relationships among school experiences and video gaming and texting. Questions about video gaming and texting appeared with other questions about social relations, extra-curricular activities,…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
Fitzpatrick, Caroline; Burkhalter, Robin; Asbridge, Mark – Journal of School Nursing, 2021
The purpose of the study was to describe adherence to screen time (ST) and physical activity (PA) recommendations among Canadian youth. The present study was based on a representative sample of Canadian students from Grades 7 through 12 (N = 47,203). ST and PA as well as demographic (gender, ethnicity, grade, and province of residence) and…
Descriptors: Foreign Countries, Physical Activity Level, Computer Use, Grade 7
Terry, Marion; Malik, Amjad – Online Submission, 2018
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to assess the relationship between recreational video gaming and academic performance (defined as school attendance and final grades) in grade 9. Questions about video gaming appeared with other questions about…
Descriptors: Video Games, Likert Scales, Grades (Scholastic), Attendance
Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
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
Dahya, Negin; Jenson, Jennifer; Fong, Katrina – Review of Education, Pedagogy & Cultural Studies, 2017
Few studies compare educational programming designed on principles of inclusive pedagogy and feminist practice for both girls and boys. Broadly defined, inclusive pedagogy refers to theory and practice in education that is adaptable and responsive to the intersections of difference (class, race, culture, gender, sexuality, ability) and aims to…
Descriptors: Video Games, Gender Differences, Feminism, Teaching Methods
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