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von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – Education and Information Technologies, 2023
This research aimed to explore the views of 8th grade students on digital game-based English language learning as a foreign language (EFL). A total of 69 students between the ages of 12 and 14 participated in the study. Students' vocabulary acquisition skills were tested using a web 2.0 application called "Quizziz." The study utilized a…
Descriptors: Instructional Effectiveness, Evaluation Methods, Video Games, Game Based Learning
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Suritno Fayanto; Saida Ulfa; Henry Praherdhiono; Nanda Deviana Shinta; Amiruddin Takda; La Sahara; Nasrun Balulu – Journal of Learning for Development, 2023
The Indonesian Ministry of Education pays a lot of attention to education in remote areas. The lack of equal education and the level of access to education are two of the main reasons. In remote areas of Indonesia, there are still very few educational facilities, either in the form of infrastructure or other facilities, one of which is learning…
Descriptors: Foreign Countries, Rural Areas, Access to Education, Educational Technology
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American Journal of Play, 2020
T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her…
Descriptors: Educational Sociology, Video Games, Computer Games, Internet
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Burles, Ford; Liu, Irene; Hart, Chelsie; Murias, Kara; Graham, Susan A.; Iaria, Giuseppe – Child Development, 2020
Although much is known about adults' ability to orient by means of cognitive maps (mental representations of the environment), it is less clear when this important ability emerges in development. In the present study, 97 seven- to 10-year-olds and 26 adults played a video game designed to investigate the ability to orient using cognitive maps. The…
Descriptors: Cognitive Mapping, Spatial Ability, Children, Navigation
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Schroer, Joseph E.; Thomas, Robin D. – Mind, Brain, and Education, 2020
This exploratory study investigated behavioral and neural correlates of spatial reasoning in 21 children aged 6-12 years-old during educational video game play. Behavioral measures included child performance in learning the concept during the pretest, practice, and posttest portions of the game. Neural correlates using electroencephalography…
Descriptors: Reflection, Young Children, Educational Games, Video Games
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Blažic, Borka Jerman; Blažic, Andrej Jerman – Education and Information Technologies, 2020
As digital multimedia devices increasingly pervade people's lives, including the lives of older adults, the need to provide relevant training for these age groups grows. Older adults, not due to their frailty or age, often find it difficult to use digital devices like smartphones, and they often lack the basic digital literacy required to use…
Descriptors: Technological Literacy, Older Adults, Foreign Countries, Video Games
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McGann, Jamie; Issartel, Johann; Hederman, Lucy; Conlan, Owen – British Journal of Educational Technology, 2020
Sedentary past-times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, "exergames" utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game "play" experience.…
Descriptors: Psychomotor Skills, Skill Development, Video Games, Motion
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Rafael Leonardo da Silva – International Journal of Designs for Learning, 2020
On Fighting Shadows (OFS) is a two-dimensional roleplaying game that tells the story of Marvin, a young adult that experiences hidden disabilities, focusing on hydrocephalus and its possible mental health implications, such as anxiety and depression. Developed with the goal of being both informational and engaging, OFS aims to increase awareness…
Descriptors: Role Playing, Consciousness Raising, Disabilities, Game Based Learning
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Rahayu, Mega Septiana Ika; Kuswanto, Heru – Journal of Technology and Science Education, 2021
This research aims to reveal the effectiveness of the use of the Android-based carom games comic integrated to discovery learning (MIKIMOM) in improving critical thinking and mathematical representation in the teaching of physics. It is quantitative research with the quasi experimental research design. It was conducted in two phases, with the…
Descriptors: Instructional Effectiveness, Handheld Devices, Video Games, Discovery Learning
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Gee, Elisabeth R.; Aguilera, Earl – Pedagogies: An International Journal, 2021
Over the past several decades, the concept of critical literacy has been applied to an increasing range of multimodal texts mediated by digital technologies. Expressive forms such as fan-fiction, digital storytelling, and gaming have presented unique opportunities for understanding critical literacy practices. Within the more specific field of…
Descriptors: Critical Literacy, Computer Games, Video Games, Adolescents
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Turan, Mehmet Emin – International Journal of Progressive Education, 2021
In this study, it was examined whether empathy is related to video game addiction and whether psychological resilience and life satisfaction mediate this relationship. The sample comprised 324 Turkish adolescents (aged between 11 and 15, mean of age was 13.01), who completed measures of empathy, psychological resilience, life satisfaction, and…
Descriptors: Empathy, Video Games, Addictive Behavior, Adolescents
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Liritzis, Ioannis; Volonakis, Pantelis – Education Sciences, 2021
The cyber archaeometry concerns a new virtual ontology in the environment of cultural heritage and archaeology. The present study concerns a first pivot endeavor of a virtual polarized light microscopy (VPLM) for archaeometric learning, made from digital tools, tackling the theory of mineral identification in archaeological materials, an important…
Descriptors: Archaeology, Laboratory Equipment, Computer Simulation, Electronic Learning
Rafael Leonardo da Silva – ProQuest LLC, 2021
Moral decision-making models in game environments have been increasingly reported in research. These models, however, focus on identifying affordances and goals of games and educational interventions rather than tracing the process of moral decision-making in game worlds. This dissertation study addresses this gap in the literature by presenting…
Descriptors: Moral Values, Decision Making, Video Games, Empathy
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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
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