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Christopher Cayari – International Journal of Education & the Arts, 2023
Playing video games is one of the most popular leisure activities across the world. Video game music (VGM) is a musical art form prevalent in popular culture, and there is potential to use it for the music education of students. Using informal music learning (Green, 2002) and online participatory culture (Jenkins, 1992/2013) theories as grounds…
Descriptors: Video Games, Video Technology, Music, Art
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Haider, Syed Imran; Ali, Muhammad – Pakistan Journal of Distance and Online Learning, 2019
The usage of various media methods in distance education shows its historical development path. It is said that AIOU has been using radio and television broadcasts, special textbooks and reading materials for distance education. To assess the level of technology usage and its role in AIOU model, Non-Random, Purposive Sampling, technique was used…
Descriptors: Barriers, Foreign Countries, Distance Education, Information Technology
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Ryu, Dongwan – ReCALL, 2013
Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…
Descriptors: Discourse Analysis, Video Games, English (Second Language), Second Language Learning
Varga, Matthew – ProQuest LLC, 2010
This dissertation explores a business, higher education and public school partnership between the National Federation of Independent Business (NFIB), the Wharton School of Business, and the Graduate School of Education (GSE) at the University of Pennsylvania. Beginning three years ago in September 2007, the collective task was to create an online…
Descriptors: Video Games, Educational Innovation, Internet, Case Studies
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Devis-Devis, Jose; Peiro-Velert, Carmen; Beltran-Carrillo, Vicente J.; Tomas, Jose Manuel – Journal of Adolescence, 2009
This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12-16 year-old school adolescents (N=323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used.…
Descriptors: State Schools, Research Design, Video Games, Structural Equation Models
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory