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Lee, Donghun; Schoenstedt, Linda J. – ICHPER-SD Journal of Research, 2011
With recognition of the need for studying eSports in this interactive digital communication era, this study explored 14 motivational factors affecting the time spent on eSports gaming. Using a sample of 515 college students and athletic event attendees, we further compared eSports game patterns to their non-eSport or traditional sport involvements…
Descriptors: Audiences, Student Motivation, Competition, Rewards
Roberts, Kevin J. – Exceptional Parent, 2010
Parents need to be aware of the dangers and the opportunities the cyber world offers. Video games are being used in the classroom. Commerce is increasingly taking place online and computers are indispensable in the workplace. A cyber-oriented child possesses some great advantages. The author urges parents to become experts in the cyber world so…
Descriptors: Video Games, Internet, Parents, Teaching Methods
Kondo, Mutsumi; Ishikawa, Yasushige; Smith, Craig; Sakamoto, Kishio; Shimomura, Hidenori; Wada, Norihisa – ReCALL, 2012
This paper reports a project in which researchers at universities in Japan explored the use of Mobile Assisted Language Learning (MALL) practices by developing a learning module intended to help improve students' scores on the TOEIC Listening and Reading Tests. MALL practices are currently being developed at universities in Japan because almost…
Descriptors: Foreign Countries, Internet, Teaching Methods, Informal Education
Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon – Computers in the Schools, 2009
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Descriptors: Young Children, Social Networks, Internet, Computer Uses in Education
Purushotma, Ravi – Language Learning & Technology, 2005
As often as language teachers lecture about the importance of continual practice to adolescent learners, the dullness of homework exercises designed primarily to be educational has difficulty competing with popular media designed solely to be entertaining. Recently, numerous attempts have been made to develop "edutainment" titles that seek to…
Descriptors: Video Games, Student Motivation, Educational Technology, Second Language Instruction