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Engerman, Jason A.; Carr-Chellman, Alison A.; MacAllan, Monique – Education and Information Technologies, 2019
This paper describes the findings of a phenomenological research study to uncover possible skills that boys learn through peer supported activities using Commercial Off-The-Shelf (COTS) video games. By drawing on a cultural-historical activity theory (CHAT) conceptual framework and prioritizing student voice, this study found that boys engaged in…
Descriptors: Academic Achievement, Phenomenology, Video Games, Males
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Ogunkola, Babalola; Knight, Carlos – Journal of Educational Research, 2019
The authors investigated the effects of a technical drawing course, video games, gender, and type of school on the spatial ability (spatial visualization and orientation) of secondary school students in Barbados. A total of 420 students (269 boys; 151 girls) from nine government schools within Category 3 and Category 4 were sampled. A four-way…
Descriptors: Drafting, Art Education, Video Games, Secondary Schools
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Anderson, Sky LaRell – E-Learning and Digital Media, 2019
This article approaches games from the perspectives of design and analysis in order to describe how games might employ pedagogical strategies that capitalize on their strengths as interactive media while avoiding the pitfalls of traditional learning games. Specifically, it draws attention to how games employ world building through lore--such as…
Descriptors: Video Games, History Instruction, War, World History
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Benedict, Cathy; O'Leary, Jared – Action, Criticism, and Theory for Music Education, 2019
Recent initiatives by for-profit corporations and funding measures instituted by governments intend to support the preparation of students for careers in computer science and technology. Although such initiatives and measures can indeed increase opportunities for students' engagement with computer science and technology in K-12 schools, we…
Descriptors: Music, Music Education, Music Teachers, Freedom
Kovacic, Joseph – ProQuest LLC, 2019
The purpose of this quantitative, non-experimental correlational study was to evaluate the influences of video gaming activities on information technology enrollment at the post-secondary education level. The research entailed an examination of the relationships between video gaming, information technology academic entry, behavioral intention to…
Descriptors: Undergraduate Students, Video Games, Information Technology, Usability
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Gandolfi, Enrico; Ferdig, Richard E. – International Journal of Information and Learning Technology, 2018
Purpose: The purpose of this paper is to present computational algorithms as potential bearers of biases and also tools for reflection, and to advance strategies for engaging with them in education. Design/methodology/approach: Three example games (Dwarf Fortress, RimWorld, FreeCiv) are provided for introducing algorithms as meaningful and…
Descriptors: Mathematics, Computation, Teaching Methods, Coding
Al-Jarf, Reima – Online Submission, 2023
A sample of parents in Saudi Arabia was surveyed to find out the reading technologies that children under the age of 12 use, children's digital reading habits and interests, parents' roles in encouraging the children to read digitally, the effects of digital reading on children's reading ability, and to compare digital reading before, during and…
Descriptors: Foreign Countries, Reading Habits, Children, Preadolescents
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Umar, Çigdem Nilüfer – Educational Policy Analysis and Strategic Research, 2023
The purpose of this research is to explain the effects of the qualitative results obtained from the data which is gathered from the interviews with gifted students and their parents regarding the screen use of gifted students between the ages of 12-18 on the potential screen addictions of gifted students. This study is mixed methods research. The…
Descriptors: Gifted, Academically Gifted, Parents, Pandemics
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Alarcón-Espinoza, Marina; Samper, Paula; Anguera, M. Teresa – Journal for the Study of Education and Development, 2023
Focusing on school tasks and regulating emotions are often challenges for students to achieve. The objective of this research is to describe and analyse the behaviours associated with emotional regulation that affect the way students participate in the classroom and contribute to the subject matter. From the mixed methods perspective, an…
Descriptors: Elementary School Students, Grade 5, Grade 6, Grade 3
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Acosta-Medina, Julieth Katherin; Torres-Barreto, Martha Liliana; Cárdenas-Parga, Andrés Felipe – Australasian Journal of Educational Technology, 2021
Virtual education faces tremendous challenges such as lack of motivation and high dropout rates. However, one solution to this problem is the incorporation of digital pedagogical strategies based on gamification, which promote interest, facilitate the learning process, and contribute to reducing dropout. In this sense, we evaluated the student's…
Descriptors: Student Motivation, Preferences, College Students, Game Based Learning
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Kayumova, Leysan R.; Gainullina, Liliya N.; Akhmadieva, Roza Sh.; Matvienko, Valentin V.; Kabakhidze, Ekaterina L. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The speed with which interactive platforms are being modernized is increasing every year. The number of their users and consequently, the demand in such platforms are also rising. Quarantine restrictions and regulations related to COVID-19 revealed the problems of organizing both communication and leisure activities online. Since the advent of…
Descriptors: COVID-19, Pandemics, Leisure Time, Recreational Activities
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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
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Loban, Rhett – E-Learning and Digital Media, 2021
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, College Students
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Czauderna, André; Guardiola, Emmanuel – Higher Education Studies, 2021
The development of digital games over physical distance is a common practice in the gaming industry, yet widely neglected in the curricula of digital game development programs at university level. The coronavirus pandemic, however, pushed project-oriented game programs all over the world towards an implementation of ad hoc approaches to remote…
Descriptors: Computer Mediated Communication, Video Games, Teaching Methods, Distance Education
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Cook-Chennault, Kimberly; Villanueva Alarcón, Idalis; Jacob, Gabrielle – Education Sciences, 2022
The use of educational digital games as supplemental tools to course instruction materials has increased over the last several decades and especially since the COVID-19 pandemic. Though these types of instructional games have been employed in the majority of STEM disciplines, less is known about how diverse populations of students interpret and…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
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