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Andzik, Natalie R.; Gist, Corinne M.; Smith, Elle E.; Xu, Menglin; Neef, Nancy A. – Journal of Effective Teaching in Higher Education, 2019
The use of competitive games to increase classroom engagement has become common practice among many teachers and university professors. However, it is unclear if using games, as an assessment tool, is a viable way to increase student performance. This study examined the effects of administering point-earning quizzes through a game-based system,…
Descriptors: Learner Engagement, Evaluation Methods, Video Games, Undergraduate Students
Santhanam, Siva priya – Journal of Speech, Language, and Hearing Research, 2023
Purpose: Videogaming offers an interactive, enjoyable, and socially valid context for interaction between autistic and non-autistic students in schools. In this tutorial, I describe an approach that supports communication and peer interaction through group-based videogaming. This approach creates an opportunity for autistic and non-autistic…
Descriptors: Autism Spectrum Disorders, Interpersonal Communication, Students with Disabilities, Peer Relationship
Steinkuehler, Constance; Anderson, Craig G.; Reitman, Jason G.; Lee, Je Seok; Wu, Minerva; Wells, Garrison; Gardner, Reginald T. – Journal of Interactive Learning Research, 2023
This paper describes the design and investigation of a high-school-affiliated esports program based on an enrichment learning model. In it, the authors detail the connections between esports and learning, self-reported impacts of the program and demographic differences among them, students' attitudes toward program features, and equity in results…
Descriptors: Video Games, Competition, Program Development, Program Evaluation
Seidel, Sebastian; Bettinger, Patrick; Budke, Alexandra – Education Sciences, 2020
In Germany, 93% of young people between the ages of 10 and 18 play video games daily. Political geography, in particular popular geopolitics, have found that video games can help to establish and develop people's understanding of geopolitics. Consequently, this affects geography education, providing both challenges and opportunities for teaching.…
Descriptors: Video Games, Human Geography, Geography Instruction, Barriers
Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
Jeremiassen, Kathleen S. – ProQuest LLC, 2018
The purpose of this sequential mixed methods study was to explore differences in students' STEM identities, game play motivations, and game preferences. The need to grow and support STEM education and careers in the U. S. is a widely-held concern for those in leadership, industry, and education. A purposeful sample of 167 9th grade-12th grade…
Descriptors: STEM Education, Educational Games, Video Games, High School Students
Alharbi, Latifah – TESOL International Journal, 2020
Globalization and technical evolution eased the communication with different peoples from all around the world yet, language is still a barrier that should be overcame by continuous and effective learning. Technology is a powerful tool for learners who want to either start learning a new language or develop and strengthen their foreign languages.…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
Kapidere, Metin – Cypriot Journal of Educational Sciences, 2021
With the rapid development of technology, digital games have become an important part of the educational process. The purpose of this study was to investigate digital educational game usage behaviour in terms of demographic variables. The model of this study is a factorial pattern among multi-variant patterns that aim to reveal the effects of…
Descriptors: Preservice Teachers, Student Attitudes, Video Games, Educational Technology
Krause, Jennifer M.; Jenny, Seth E. – International Journal of Technology in Teaching and Learning, 2021
With the increase of childhood obesity and sedentary behavior, it is essential to discover innovative ways to motivate youth to be more active. Many Hispanic children in the United States in obesogenic environments particularly lack opportunities for physical activity (PA). Exergames (i.e., motion-based video games) may enhance PA among at-risk…
Descriptors: Hispanic Americans, At Risk Persons, Beliefs, Intention
Liu, Helen – Journal of Media Literacy Education, 2020
This study investigated adolescents' perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study's…
Descriptors: Student Attitudes, Gender Differences, Gender Issues, Video Games
Bogusevschi, Diana; Muntean, Cristina; Muntean, Gabriel-Miro – Journal of Computers in Mathematics and Science Teaching, 2020
A common problem in many schools is the lack of equipment and materials in their science laboratories due to both limited budget available to the school and high maintenance cost of the lab. The latest technological advancements provide great opportunities for schools to go over the budget and cost issues by using 3D virtual learning environments…
Descriptors: Physics, Secondary School Science, Educational Technology, Computer Simulation
Lesser, Andrew John – ProQuest LLC, 2019
Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for…
Descriptors: Video Games, Music Education, Technology Uses in Education, Game Based Learning
Sarigoz, Okan – Educational Policy Analysis and Strategic Research, 2019
Virtual reality, although it is in the real world, is a three-dimensional simulation model that brings users to a different environment with computer-generated graphics, video and audio, and enables communication with the media. Virtual reality is the imitation of the physical structure from a real world or an imaginary world in a…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Technology Uses in Education