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von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
Since 2012, the Prudence Foundation has been working to address the gap in financial literacy in developing nations by creating and distributing financial literacy media and curricula targeting 7- to 10-year-olds in Asia and, more recently, Africa. "Cha-Ching!" is a multipronged learning initiative that reaches children, teachers, and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Tally, William; Brett, Jessica; Parris, John – Education Development Center, Inc., 2022
This report shares findings from EDC's evaluation study of "Cha-Ching Money Adventures." "Cha-Ching" is an interactive learning game that introduces 7- to 10-year-olds to fundamental financial concepts and fosters family dialogue about financial decisions. The authors found that the game was engaging for eight- and…
Descriptors: Financial Literacy, Game Based Learning, Interaction, Video Games
Evaldsson, Ann-Carita – International Journal for Research on Extended Education, 2021
In this study, particular focus is on micro-ethnographic studies of children's peer play-in-action and how children create shared peer cultures through their collaborative performances in situated game activities. It will be shown how children create micro dramas in play that serve as cultural frameworks to i) dramatize and transform experiences…
Descriptors: Play, Peer Relationship, Foreign Countries, Games
Flynn, Rachel M.; Richert, Rebekah A.; Wartella, Ellen – American Journal of Play, 2019
The authors discuss the impact of interactive digital games on the lives and the play of young children in terms of "Sesame Street"'s express mission to help children become smarter, stronger, and kinder. They conclude that such games have much the same effect as other types of play and call for more research to help use it.
Descriptors: Video Games, Play, Young Children, Child Development
Jozkowski, Amanda C.; Cermak, Sharon A. – International Journal of Developmental Disabilities, 2020
Background: Young adults with autism spectrum disorder (ASD) are at increased risk for a sedentary lifestyle and its associated health problems. In neurotypical (NT) individuals, social participation and enjoyment are related to physical activity engagement. Exergaming has been shown to increase energy expenditure compared to traditional video…
Descriptors: Autism, Pervasive Developmental Disorders, Interaction, Interpersonal Relationship
Blumberg, Fran C.; Deater-Deckard, Kirby; Calvert, Sandra L.; Flynn, Rachel M.; Green, C. Shawn; Arnold, David; Brooks, Patricia J. – Society for Research in Child Development, 2019
We document the need to examine digital game play and app use as a context for cognitive development, particularly during middle childhood. We highlight this developmental period as 6- through 12-year olds comprise a large swath of the preadult population that plays and uses these media forms. Surprisingly, this age range remains understudied with…
Descriptors: Cognitive Development, Play, Computer Software, Children
Hiltz, Virginia A. – ProQuest LLC, 2017
This study examines the differences in play behaviors demonstrated by children with Autism Spectrum Disorder (ASD) when they engage in play with typically developing (TD) peers. Pairs of elementary school students, ages eight to 11, engaged in play in three settings: typical school recess, facilitated play led by adults, and kinetic technology…
Descriptors: Pervasive Developmental Disorders, Video Games, Interaction, Play
Lawrence, Sandra M. – Early Education and Development, 2018
Research Findings: Digital play is now commonplace in many young children's lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the…
Descriptors: Preschool Children, Handheld Devices, Telecommunications, Interaction
Bacalja, Alexander – English in Australia, 2018
This paper reports on a participatory action research project which used videogames as the central texts for play and study in a middle-years English classroom in Australia. Ongoing questions about the nature of subject English have often focused on the discipline's ability to accommodate twenty-first century literacies. Videogames, as…
Descriptors: Video Games, Educational Games, Middle School Students, English Instruction
Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
Özen, Arzu – Educational Sciences: Theory and Practice, 2015
In this study, the effectiveness of a sibling training package offered for teaching social interaction skills that are used by typically developing children while playing iPad game activities with their siblings who have autism spectrum disorders (ASD) is investigated. Three children with ASD and their typically developing siblings participated in…
Descriptors: Siblings, Autism, Pervasive Developmental Disorders, Program Effectiveness
Tsai, Yueh-Feng; Kaufman, David – Journal of Educational Computing Research, 2014
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
Descriptors: Animals, Play, Time, Interaction
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
Playability Guidelines for Educational Video Games: A Comprehensive and Integrated Literature Review
Ibrahim, Amer; Vela, Francisco Luis Gutiérrez; Rodríguez, Patricia Paderewski; Sánchez, José Luís González; Zea, Natalia Padilla – International Journal of Game-Based Learning, 2012
Learning through play is currently an effective and attractive educational strategy. However, are all educational video games (EVG) successful and do they always keep the player motivated? Here, the authors emphasize that the success of an EVG will be more achievable if the game quality is measured, and suggest the use of playability property as a…
Descriptors: Educational Games, Video Games, Guidelines, Play
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