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Millington, Elliot; Simmons, David R.; Cleland Woods, Heather – Journal of Autism and Developmental Disorders, 2022
Video games are commonly of interest in autism, with autistic adolescents playing twice as much as their Typically Developing peers. The aims of this study are to investigate whether motivations to play video games measured using the Gaming Attitudes, Motivations and Experiences Scales and autistic traits using the Autism Spectrum Quotient can…
Descriptors: Autism, Pervasive Developmental Disorders, Personality Traits, Video Games
David-Ojumu, Omobolaji – ProQuest LLC, 2022
As content creation becomes more accessible and social through gaming, defying hardware barriers, not deterred by software interfaces, moving gaming into the cloud has made it a massive multiplier for players to explore their literacies and creativity without the clutter of the physical space. Videogaming's popularity has sparked controversy,…
Descriptors: Ethnography, Case Studies, Video Games, Learner Engagement
Besler, Hamza Kaya; Adak, Anilcan; Ekmekçi, Ridvan – International Online Journal of Education and Teaching, 2022
The purpose of this study is to determine how winning and losing affect the heart rate variability of soccer players. 10 licensed soccer players participated in the study who are also e-soccer players. 2 inner balance heart math biofeedback device was used to collect data. 7 e-soccer tournaments were organized to collect the data. Data were only…
Descriptors: Competition, Metabolism, Athletes, Team Sports
Alayna Murray; Beatrix Koronczai; Orsolya Király; Mark D. Griffiths; Arlene Mannion; Geraldine Leader; Zsolt Demetrovics – Review Journal of Autism and Developmental Disorders, 2022
The present study investigated the association between autism and problematic internet use (PIU) and gaming disorder (GD). A systematic literature search was conducted in accordance with PRISMA guidelines. A total of 2286 publications were screened, and 21 were deemed eligible for inclusion in the review. The majority of the studies found positive…
Descriptors: Autism Spectrum Disorders, Internet, Computer Use, Addictive Behavior
Günes, Mustafa; Dilipak, Hakan – Journal of Learning and Teaching in Digital Age, 2021
The purpose of this work is, before the mission, training of personnel searching for explosives with metallic mine detectors for their operations in the battlefield and gaining experience by searching for explosives in a virtual environment. In this context, a search model was created by determining the factors affecting the search for explosives…
Descriptors: Game Based Learning, Identification, Video Games, Hazardous Materials
Di Iorio, Jacopo; Vantini, Simone – Journal of Statistics and Data Science Education, 2021
In this article, we discuss our attempt to teach applied statistics techniques typically taught in advanced courses, such as clustering and principal component analysis, to a non-mathematical educated audience. Considering the negative attitude and inclination toward mathematical disciplines of our students we introduce them to our topics using…
Descriptors: Multivariate Analysis, Gamification, Statistics Education, Video Games
Danilo Freitas Rangel; Juliano Silva Lima; Eduardo Freitas Nobre Da Silva; Keltony de Aquino Ferreira; Leonardo Lopes Costa – Journal of Biological Education, 2024
It is essential that concepts surrounding species interactions and their importance for biodiversity conservation are widely taught and understood. Incorporating playfulness into ecological education initiatives can attract more interest in these aspects of ecology. Over the last three decades Pokémon has engaged with millions of people by…
Descriptors: Video Games, Creative Teaching, Ecology, Biodiversity
David Faitelson; Shai Gul; Michal Arieli – PRIMUS, 2024
Exercise is essential for mastering mathematics, but it faces two major hurdles. First, students are often not motivated to do their homework. Second, checking traditional homework is a manual and labor-intensive process that becomes harder to support as the number of students increases. We argue that computer games could alleviate both problems.…
Descriptors: Mathematics Instruction, College Mathematics, Homework, Computer Games
Ting-Sheng Weng; Ting-Hsuan Lin – Smart Learning Environments, 2024
In computer-based dialogue learning, students' willingness to communicate and ability to interact is one of the important factors. Few studies have examined the testing of mobile metaverse teaching material systems built for interactive communication and learning courses. This study developed and designed course content for a virtual classroom,…
Descriptors: Students, Problem Solving, Gamification, Video Games
Sara Bertoni; Chiara Andreola; Sara Mascheretti; Sandro Franceschini; Milena Ruffino; Vittoria Trezzi; Massimo Molteni; Maria Enrica Sali; Antonio Salandi; Ombretta Gaggi; Claudio Palazzi; Simone Gori; Andrea Facoetti – npj Science of Learning, 2024
Action video-games (AVGs) could improve reading efficiency, enhancing not only visual attention but also phonological processing. Here we tested the AVG effects upon three consolidated language-based predictors of reading development in a sample of 79 pre-readers at-risk and 41 non-at-risk for developmental dyslexia. At-risk children were impaired…
Descriptors: Video Games, Phonemic Awareness, Children, At Risk Persons
Shokeen, Ekta; Weintrop, David; Pellicone, Anthony James; Moon, Peter Francis; Ketelhut, Diane; Cukier, Michel; Plane, Jandelyn Dawn – Information and Learning Sciences, 2023
Purpose: The purpose of this paper is to understand the role of perplexity in young players' experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach: We used a constructivist grounded theory approach and the lenses of Dewey's conceptualization of…
Descriptors: Game Based Learning, Educational Games, Video Games, Reflection
Dimov, Cvetomir M.; Anderson, John R.; Betts, Shawn A.; Bothell, Dan – Cognitive Science, 2023
We studied collaborative skill acquisition in a dynamic setting with the game Co-op Space Fortress. While gaining expertise, the majority of subjects became increasingly consistent in the role they adopted without being able to communicate. Moreover, they acted in anticipation of the future task state. We constructed a collaborative skill…
Descriptors: Cooperation, Skill Development, Expertise, Role Playing
Tunnel, Raimond-Hendrik; Norbisrath, Ulrich – Journal of Education and Learning, 2023
This paper presents a qualitative study of Estonian video game companies. In total, 11 companies were interviewed regarding their company values and expectations for employees. The interviews consisted of two parts. First, a regular semi-structured interview was conducted. In the second part, we used three persona sheets based on Bachelor…
Descriptors: Foreign Countries, Video Games, Industry, Expectation
Núñez-Pacheco, Rosa; Turpo-Gebera, Osbaldo; Barreda-Parra, Aymé; Vidal, Elizabeth; Castro-Gutierrez, Eveling; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
The use of video games has increased exponentially worldwide, mainly among the youth population. The main objective of this article is to evaluate the consumption habits and motivations of engineering students to play video games. To this end, an instrument to measure the use of video games and a scale of motivations were administered to 633…
Descriptors: Student Motivation, Video Games, Engineering Education, College Students
Grosprêtre, Sidney; Marcel-Millet, Philémon; Eon, Pauline; Wollesen, Bettina – Cognitive Science, 2023
Virtual reality (VR) is the computer simulation of a three-dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR…
Descriptors: Computer Simulation, Video Games, Exercise, Program Effectiveness