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Gerber, Hannah R.; Abrams, Sandra Schamroth; Onwuegbuzie, Anthony J.; Benge, Cindy L. – Educational Media International, 2014
This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students' literacy learning in-school. However, it must be noted that transforming literacy in school is about more…
Descriptors: Video Games, Teaching Methods, Educational Technology, Case Studies
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Wu, Chia-Jung; Chen, Gwo-Dong; Huang, Chi-Wen – Educational Technology Research and Development, 2014
EFL learners in Taiwan have a low-level communication ability because many learners are still not provided opportunities to use language for genuine communication in classrooms and receive insufficient language input due to the environment. This study examines the use of digital board game language learning set in a task-collaborative platform,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Games
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Messias, Erick; Castro, Juan; Saini, Anil; Usman, Manzoor; Peeples, Dale – Suicide and Life-Threatening Behavior, 2011
We investigated the association between excessive video game/Internet use and teen suicidality. Data were obtained from the 2007 and 2009 Youth Risk Behavior Survey (YRBS), a high school-based, nationally representative survey (N = 14,041 and N = 16,410, respectively). Teens who reported 5 hours or more of video games/Internet daily use, in the…
Descriptors: Video Games, At Risk Students, Suicide, Internet
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Lamb, Richard; Annetta, Leonard; Vallett, David – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking. Evidence suggests that high levels of creativity and fluency are important in the continued development of student interest, efficacy and ultimately career impact in the sciences. Method: In this study, 559…
Descriptors: Educational Games, Instructional Design, Science Instruction, Creative Thinking
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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
DiSalvo, Elizabeth Betsy – ProQuest LLC, 2012
The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors.…
Descriptors: African Americans, Males, Video Games, Computer Games
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Perrotta, C.; Evans, M. A. – Journal of Computer Assisted Learning, 2013
This paper argues that the emphasis on orchestration as a metaphor for teaching in technology-enhanced learning (TEL) environments, featured in recent academic discussions, is an opportunity to broaden the scope of the inquiry into educational technology. Drawing on sociological literature and research that investigated the systemic factors that…
Descriptors: Instructional Design, Politics of Education, Information Technology, Educational Technology
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Sadler, Troy D.; Romine, William L.; Stuart, Parker E.; Merle-Johnson, Dominike – Journal of Research in Science Teaching, 2013
Video games have become a popular medium in our society, and recent scholarship suggests that games can support substantial learning. This study stems from a project in which we created a video game enabling students to use biotechnology to solve a societal problem. As students engaged in the game, they necessarily interacted with the underlying…
Descriptors: Video Games, Educational Games, Educational Technology, Teaching Methods
Schifter, Catherine C.; Cipollone, Maria; Moffat, Frederick – International Association for Development of the Information Society, 2013
This paper describes an exploratory study observing the use of "Minecraft" (a popular sandbox style online video game environment) in a high school English literature classroom. We use Piaget and Inhelder's (1969) constructivist theories about the formal operational stage of development to interpret the concepts of plot and…
Descriptors: Video Games, Computer Games, High Schools, English Literature
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Bowers, Alex J.; Berland, Matthew – Educational Technology Research and Development, 2013
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies…
Descriptors: Academic Achievement, Mathematics Achievement, High School Students, Grade 10
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Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción – Educational Technology & Society, 2015
The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…
Descriptors: Foreign Countries, Video Games, Middle Schools, Middle School Students
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DiSalvo, Betsy; Guzdial, Mark; Bruckman, Amy; McKlin, Tom – Journal of the Learning Sciences, 2014
Why would individuals who are capable of learning opt not to? Learning is important for stability and success. It would seem rational that students in groups that are frequently underrepresented or marginalized would be motivated to learn. However, negotiation of multiple identities and self-beliefs can impact motivations to learn. For example,…
Descriptors: Video Games, Computer Science Education, African Americans, Males
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Barko, Tim; Sadler, Troy D. – American Biology Teacher, 2013
The educational video game Mission Biotech provides a virtual experience for students in learning biotechnology materials and tools. This study explores the use of Mission Biotech and the associated curriculum by three high school teachers and their students. All three classes demonstrated gains on a curriculum-aligned test of science content.…
Descriptors: Student Attitudes, Biotechnology, Video Games, Secondary School Teachers
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Chiu, Eddie Yu-Wai; Woo, Kent – International Journal of Mental Health and Addiction, 2012
This preliminary study examined the characteristics and risk factors of problem gambling among Chinese American adolescents. A total of 192 Chinese American students (aged 13-19) from 9th to 12th grades were recruited from three high schools in San Francisco, California. Students were administered the South Oaks Gambling Screen Revised for…
Descriptors: Evidence, Risk, Addictive Behavior, Adolescents
Glenn, Lawrence M.; Nikirk, F. Martin – Techniques: Connecting Education and Careers (J1), 2009
While career and technical education (CTE) has been an important part of the U.S. education system for decades, other countries have been slower to adopt and develop similar types of training. Realizing that CTE is crucial to developing homegrown talent capable of competing in a 21st century economy, countries like China are reaching out to…
Descriptors: Video Games, Foreign Countries, Vocational Education, Higher Education
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