NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 421 to 435 of 2,610 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Li, Ke; Peterson, Mark; Wan, Jiahui – International Journal of Computer-Assisted Language Learning and Teaching, 2022
Despite the increasing awareness of digital games' potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and…
Descriptors: Video Games, Second Language Learning, Academic Achievement, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Goli, Amir; Teymournia, Fatemeh; Naemabadi, Maedeh; Garmaroodi, Ali Andaji – Education and Information Technologies, 2022
The present article introduces and develops an educational tool as an interactive digital game for architectural design, allowing the architectural students to challenge their knowledge and experiences. The framework of this educational tool supports a serious open-ended game, which helps students get involved with the game through self-assessment…
Descriptors: Architectural Education, Building Design, Educational Games, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Konca, Ahmet Sami – Early Childhood Education Journal, 2022
This study aimed to explore the digital environments of 3-6-year-old children within the home setting. A total of 537 children aged 3-6 years and their parents participated in the study. The results of the study revealed that the children live in digitally rich home environments. Parents usually limited the screen time of the children, or…
Descriptors: Young Children, Parents, Family Environment, Handheld Devices
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Castro-Sánchez, Manuel; Rojas-Jiménez, Mercedes; Zurita-Ortega, Félix; Chacón-Cuberos, Ramón – Education Sciences, 2019
Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to…
Descriptors: Foreign Countries, College Students, Self Concept, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Pérez-Colado, Víctor Manuel; Pérez-Colado, Iván José; Freire-Morán, Manuel; Martínez-Ortiz, Iván; Fernández-Manjón, Baltasar – Educational Technology & Society, 2019
Developer-friendly professional authoring tools have greatly simplified entertainment videogame development. However, this simplification had a limited impact on serious games, which require the active collaboration of developers with educators and other stakeholders. To address this issue, we present uAdventure, an easy-to-use game development…
Descriptors: Educational Games, Video Games, Adventure Education, Instructional Design
Peer reviewed Peer reviewed
Direct linkDirect link
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Mehmet Sercan Uztosun; Muhammed Kök – Innovation in Language Learning and Teaching, 2024
Purpose: The present study has three objectives: (1) to explore whether there are statistically significant relationships between Extramural English (EE) engagement, second/additional language (L2) anxiety and communication apprehension, (2) to investigate whether EE engagement predicts these two constructs, and (3) to reveal possible predictive…
Descriptors: Foreign Countries, Correlation, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Amy Price; Alex Beckey; Dave Collins – Physical Education and Sport Pedagogy, 2024
Background: In recent years there has been a growing interest in potential pedagogical tools to be used in Physical Education (PE), and specifically in games. This has involved the exploration of both Gamification and Digital Video Games Approach (DVGA). Both are viable pedagogical tools for any teacher, and each have clearly different intentions…
Descriptors: Video Games, Gamification, Physical Education, Technology Uses in Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Jensen, Erik Ottar; Hanghøj, Thorkild – Electronic Journal of e-Learning, 2020
This paper presents empirical findings from a qualitative study on Minecraft as a mathematical tool and learning environment. Even though Minecraft has been used for several years in classrooms around the world, there is a lack of detailed empirical studies of how students learn subject-related content by working with the game. This study is based…
Descriptors: Mathematics Instruction, Teaching Methods, Student Attitudes, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Çakir-Atabek, Hayriye; Aygün, Cihan; Dokumaci, Bircan – Research Quarterly for Exercise and Sport, 2020
Purpose: The current study aimed to investigate the exercise intensity and exercise characteristics of active video games (AVGs) by measuring various physiological responses, and to test whether AVGs can be used in components of training in sports branches. Methods: Twenty-two male athletes with good aerobic fitness level (age = 20.6 [plus or…
Descriptors: Exercise Physiology, Video Games, Training, Athletics
Peer reviewed Peer reviewed
Direct linkDirect link
Hung, Hsiu-Ting; Yang, Jie Chi; Tsai, Yi-Chin – Educational Technology & Society, 2020
Learning through designing digital games has recently emerged as a potential approach for school learners to boost their literacy development and learning in and across disciplines. However, existing knowledge on this relatively new approach is still fragmented, and little is known about its implementation features, associated learning…
Descriptors: Educational Games, Computer Games, Video Games, Design
Peer reviewed Peer reviewed
Direct linkDirect link
Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
Barrett Anderson – ProQuest LLC, 2020
Media like videogames (and novels, film, music, etc.) play an important role in most people's lives, and creation and comprehension of these works benefit from critical study. Scholarly analysis of media has been facilitated by information retrieval technology, which not only saves time, but also makes it possible to ask new kinds of questions.…
Descriptors: Video Games, Student Projects, Artificial Intelligence, Information Retrieval
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rulyansah, Afib; Hidayat, Muhammad Thamrin; Rihlah, Jauharotur; Shari, Destita; Mariati, Pance – Pegem Journal of Education and Instruction, 2023
Teachers are unclear how to adapt pedagogical techniques in digital play to enhance language development for young children in the digital era and with the changes in early childhood education. The purpose of this study is to analyze how teachers understand the development and teaching of early childhood language in early grades with digital game…
Descriptors: Elementary School Students, Teaching Methods, Teacher Student Relationship, Digital Literacy
Pages: 1  |  ...  |  25  |  26  |  27  |  28  |  29  |  30  |  31  |  32  |  33  |  ...  |  174