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Porter, C. D.; Smith, J. R. H.; Stagar, E. M.; Simmons, A.; Nieberding, M.; Orban, C. M.; Brown, J.; Ayers, A. – Physical Review Physics Education Research, 2020
Recent years have seen a resurgence of interest in using virtual reality (VR) technology to benefit instruction, especially in physics and related subjects. As VR devices improve and become more widely available, there remains a number of unanswered questions regarding the impact of VR on student learning and how best to use this technology in the…
Descriptors: Physics, Science Instruction, Video Games, Computer Simulation
Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation
Pfledderer, Christopher D.; Brusseau, Timothy A. – Research Quarterly for Exercise and Sport, 2021
Purpose: The purpose of this article was to systematically review studies that explored associations between specific curricular models, as an essential component of physical education, and to assess how the student outcomes identified in the models aligned with the national standards. Methods: Using the PRISMA guidelines to identify, screen,…
Descriptors: Correlation, Physical Education, National Standards, Outcomes of Education
Al Harbat, Rima; Al Saqarat, Khalaf – International Education Studies, 2017
The purpose of this study is to investigate the role of religious institutions, electronic games, books and educational stories in the development of the child's culture from the perspective of some of Jordanian mothers in Al Karak Governorate, and to achieve the objective of the study a questionnaire was build, it consisted of (33) items divided…
Descriptors: Foreign Countries, Religious Education, Video Games, Mothers
Mozelius, Peter; Fagerström, Andreas; Söderquist, Max – Electronic Journal of e-Learning, 2017
Game-based learning has been a strong emerging trend in the 21st century, but several research studies on game-based learning reports that the educational potential of games has not been fully realised. Many educational games do not combine learning outcomes with entertaining gameplay. At the same time as there is a tendency to digitise and…
Descriptors: Teaching Methods, Educational Games, Student Motivation, Knowledge Level
Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
Spriggs, Amy D.; Gast, David L.; Knight, Victoria F. – Journal of Autism and Developmental Disorders, 2016
The purpose of this study was to evaluate both video modeling and observational learning to teach age-appropriate recreation and leisure skills (i.e., accessing video games) to students with autism spectrum disorder. Effects of video modeling were evaluated via a multiple probe design across participants and criteria for mastery were based on…
Descriptors: Video Technology, Modeling (Psychology), Observation, Recreational Activities
Barlow, Tim; Fleming, Barry – Teaching Science, 2016
"Blended" and "flipped" pedagogies are becoming more common features of classrooms as the technological revolution continues. While the appropriate use of technology in the learning environment can serve to motivate some students, significant problems surrounding student motivation and engagement remain. As such, the…
Descriptors: Science Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
McDaniel, Rudy; Kenny, Robert – International Journal of Game-Based Learning, 2013
This article explores the impact of perceptual cognitive styles on pre-service teachers' attitudes toward video games. Using a cognitive style continuum measuring field dependence and field independence, the authors conducted an exploratory study to measure the potential impact of cognitive style on pre-service teachers' dispositions towards the…
Descriptors: Correlation, Cognitive Style, Video Games, Preservice Teachers
Hamlen, Karla R. – Journal of Educational Computing Research, 2014
The purpose of this study was to investigate relationships between strategies students use to overcome challenges in both video games and homework assignments, and whether or not these are predictors of academic performance in school. Data were collected through an online survey of students, primarily in middle and high school, assessing both…
Descriptors: Video Games, Predictor Variables, Teaching Methods, Homework
Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
Lamb, Richard; Annetta, Leonard; Vallett, David – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking. Evidence suggests that high levels of creativity and fluency are important in the continued development of student interest, efficacy and ultimately career impact in the sciences. Method: In this study, 559…
Descriptors: Educational Games, Instructional Design, Science Instruction, Creative Thinking
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Liu, Jiang – ProQuest LLC, 2013
Recent psycholinguistic findings showed that (a) a multi-modal phonetic training paradigm that encodes visual, interactive information is more effective in training L2 learners' perception of novel categories, (b) decreasing the acoustic variance of a phonetic dimension allows the learners to more effectively shift the perceptual weight towards…
Descriptors: Linguistic Input, Second Language Learning, Intonation, Mandarin Chinese
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