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William Alan Fisackerly – ProQuest LLC, 2024
The budding esports scene has drawn attention from higher education institutions in North America, who are growing community, competitive, and pedagogical esports initiatives. Varsity Esports Programs (VEPs) have proliferated since Robert Morris launched the first varsity program in 2014, with over 12,800 players from 650 institutions competing in…
Descriptors: Video Games, College Athletics, Administrators, Administrator Attitudes
Antar, Rafi – E-Learning and Digital Media, 2023
The following article is a thorough literature review, discussing the impact of media technology on brain development in the context of magical thinking. This systematic literature review discusses the impact of video gaming on magical thinking in early childhood. The purpose of this paper is to shed light on how media technology, especially video…
Descriptors: Video Games, Cognitive Processes, Fantasy, Young Children
Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Cengiz Gunduzalp – Journal of Education in Science, Environment and Health, 2024
This study was done to find out what students thought about the variables of perceived control, perceived learning, perceived benefit, interest, motivation, affective components, attitude, behavioral components, and learning experience when using digital games in information and communication technologies courses. As a case study, the study was…
Descriptors: Educational Games, Educational Technology, Biochemistry, Student Attitudes
Garrison Akira Wells – ProQuest LLC, 2024
Misinformation is one society's most pressing issues, spreading division and chaos across the globe. Videogames have become one of the more promising mediums for misinformation interventions, teaching players common falsehood indicators and helping them develop their discernment abilities. This thesis details the design, playtesting, and…
Descriptors: Misinformation, Educational Games, Video Games, Intervention
Iveth Gómez Alvarez; Dilma Yañacc Pacuri; Segundo Salatiel Malca-Peralta; Wilter C. Morales-García – Electronic Journal of Research in Educational Psychology, 2024
Introduction: COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed…
Descriptors: Video Games, Addictive Behavior, Aggression, Adolescents
Abrams, Sandra Schamroth; Van Eck, Richard N. – Journal of Adolescent & Adult Literacy, 2021
Videogames and videogame literacies are an important and growing aspect of education, yet videogaming remains poorly understood and even viewed with suspicion by many who are charged with promoting them. In the case of libraries, such views can lead to insufficient funding and policies that reduce the presence of youth programing that includes…
Descriptors: Video Games, Programming, Play, Libraries
Davis, Konnor; Iosif, Ana-Maria; Nordahl, Christine Wu; Solomon, Marjorie; Krug, Marie K. – Journal of Autism and Developmental Disorders, 2023
We used parent report data to investigate video game playing, aggression, and social impairment in adolescents with autism spectrum disorder. Parents of autistic adolescents were more likely to report that their child plays video games as a hobby compared to parents of adolescents with typical development and also reported that their children…
Descriptors: Video Games, Aggression, Interpersonal Competence, Adolescents
Savic Tot, Tijana; Adžic, Slobodan; Tot, Vilmoš; Aleksic, Maja; Zakic, Nebojša – Education and Information Technologies, 2023
The aim of this paper is to examine the relationship between the time that higher education students spend playing video games during exam periods and their average grades in one Eastern European country. Moreover, the authors wanted to explore the differences among students with regard to their age, gender, year of study, and employment status in…
Descriptors: Time Management, Video Games, Academic Achievement, Grades (Scholastic)
Cailyn N. Dougherty; Michelle Parker – English in Texas, 2023
Video games' popularity has continued to increase from their origins within a niche community to something engaged in by the general public. This field of literacy-making has a plethora of benefits to bridging skills both within and outside of the ELAR classroom for students of various backgrounds and skill sets, including language learners and…
Descriptors: Video Games, Literacy, Language Arts, Game Based Learning
Bezio, Kristin M. S. – New Directions for Student Leadership, 2022
This article offers an overview and analysis of the ways in which first-person videogames can be effectively used in the leadership classroom. Specifically, videogames can be used to encourage students to develop the skills necessary both to analyze leadership and to begin to consider the ramifications of leadership decisions from the varying…
Descriptors: Video Games, Leadership Training, Decision Making, Game Based Learning
Giroir, Christopher L. – About Campus, 2022
One subpopulation of students on the rise at many university campuses is e-sport gamers or "e-athletes." Video gamers are giving a new definition to the traditional athlete and are attracting the attention of athletic administrators, who are willing to fund scholarships to attract today's top e-athlete. The relationship between gamers…
Descriptors: Student Athletes, Video Games, Competition, Student Recruitment
Koraya Techawongstien – Qualitative Research Journal, 2024
Purpose: The Thai video game domain has witnessed substantial growth in recent years. However, many games enjoyed by Thai players are in foreign languages, with only a handful of titles translated/localized into the Thai locale. Some Thai video game enthusiasts have taken on the role of unofficial translators/localizers, contributing to a…
Descriptors: Research Methodology, Data Collection, Video Games, Second Languages
Chrisostomos Drogaris; Alexander Butyaev; Elena Nazarova; Roman Sarrazin-Gendron; Harsh Patel; Akash Singh; Brenden Kadota; Jérôme Waldispühl – Biochemistry and Molecular Biology Education, 2024
In the last decade, video games became a common vehicle for citizen science initiatives in life science, allowing participants to contribute to real scientific data analysis while learning about it. Since 2010, our scientific discovery game (SDG) Phylo enlists participants in comparative genomic data analysis. It is frequently used as a learning…
Descriptors: Science Instruction, Citizen Participation, Genetics, Educational Games
Lynne Zummo; Rebecca T. Menlove; Eliana Massey – Journal of Science Education and Technology, 2024
The need for well-designed learning experiences about modern, anthropogenic climate change is great. In light of this need, many scholars have looked towards museums, arguing that as trusted institutions of informal learning, museums are uniquely positioned to support public engagement with contentious, impactful issues like climate change.…
Descriptors: Failure, Museums, Video Games, Cooperation