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Showing 121 to 135 of 341 results Save | Export
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Fernandez-Rio, Javier; de las Heras, Esteban; González, Tristan; Trillo, Vanessa; Palomares, Jorge – Physical Education and Sport Pedagogy, 2020
Background: A novel pedagogical approach that is becoming increasingly popular in educational contexts is called Gamification. To our knowledge, empirical research on its effectiveness in education is scarse, and almost absent in physical education. Purpose: The goal was to explore how Gamification can be used in physical education, and what…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Physical Education
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Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
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Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
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Lee, Chia-Wen; Yang, Cheng-Fu; Hung, Huang-Chia – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study investigated the effects of game-brand congruity and flow in racing advergames to explore the influence of embedded brands. Data from a pre- and post-test experiment were collected from total 200 of college students. They played the racing advergames between two measures. The results revealed that game-brand congruity and flow impacted…
Descriptors: College Students, Pretests Posttests, Feedback (Response), Video Games
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
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Kim, Young Rae; Park, Mi Sun – Journal of Education and Training Studies, 2018
A virtual world was created using the popular sandbox game Minecraft to support the development of preservice teachers' knowledge for teaching mathematics. Preservice teachers explored the virtual world for a geometry activity involving area and volume problems. They then discussed how this integration of technology could support students'…
Descriptors: Mathematics Instruction, Preservice Teachers, Video Games, Computer Games
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Ibrahim, Karim – Foreign Language Annals, 2019
Video/digital games have grown into a mainstream language-mediated activity that attracts millions of foreign language (FL) learners worldwide. While empirical studies have demonstrated that digital game-based interactions offer valuable opportunities for FL practice and learning (e.g., Sundqvist & Wikström, 2015), little is known about the…
Descriptors: Case Studies, Computer Games, Semitic Languages, Second Language Learning
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Camacho Vásquez, Gonzalo; Ovalle, Joan Camilo – GIST Education and Learning Research Journal, 2019
This article is the product of an Action Research study that aimed at demonstrating the effects of videogames on vocabulary acquisition in a group of 15 students from 8th semester of the program of B.A. in English of the University of Tolima. The analysis of results, gathered by vocabulary tests and students and teachers' journals, showed that the…
Descriptors: Teaching Methods, Action Research, Vocabulary Development, English (Second Language)
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Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
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Miralles-Martínez, Pedro; Gómez-Carrasco, Cosme J.; Arias, Víctor B.; Fontal-Merillas, Olaia – Comunicar: Media Education Research Journal, 2019
This paper analyzes the links that exist between the perceptions of teachers-in-training regarding the use of digital resources in the Secondary Education classroom and their own methodological and epistemological conceptions. Shulman's theories continue to largely guide current research on teacher knowledge. However, the impact caused by the new…
Descriptors: History Instruction, Pedagogical Content Knowledge, Technological Literacy, Teacher Education
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Glass, Graham – Childhood Education, 2018
New classroom practices can be brought into the classroom that engage students through their enjoyment of games, while building their confidence and bolstering their understanding that mistakes are valuable stops along the journey to understanding.
Descriptors: Teaching Methods, Learner Engagement, Educational Games, Elementary School Students
Barr, Matthew – Online Submission, 2018
Qualitative interview data is presented in support of previously-published quantitative evidence that suggests commercial video games may be used to develop useful skills and competencies in undergraduate students. The purpose of the work described here was to document the attitudes of those students involved in the quantitative study and to…
Descriptors: Student Attitudes, Undergraduate Students, Late Adolescents, Game Based Learning
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Halaczkiewicz, Marta – TESL-EJ, 2020
The present article describes a study that analyzed practical applications of informal online spaces in formal instruction. It was conducted in an intermediate ESL course at an American University. The concept of affinity spaces was used to guide the research. Students in the course were instructed to play the video game, Pokémon Go as an…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Informal Education
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Gilje, Øystein; Silseth, Kenneth – Learning, Media and Technology, 2019
In this article, we use a model for games and literacy to explore how one FIFA gamer worked across contexts. Previously, this model has been used to address the role of computer and video games in the teaching of literacy in the subject of English. In the current article, we combine this model with a learning lives perspective, which builds on the…
Descriptors: Computer Games, Literacy Education, Transfer of Training, Teaching Methods
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Michael B. Sherry; Ann M. Lawrence – English Journal, 2019
In this article, the authors begin this inquiry by describing their research with a class of middle school writers who played "Quandary," a free online educational game designed to teach argumentation, as part of a unit on writing arguments for environmental action. Regarding the subject area of English language arts (ELA), research has…
Descriptors: Video Games, Technology Uses in Education, Language Arts, Middle School Students
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