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Barr, Matthew – Research in Learning Technology, 2020
Using a survey of higher education students (N = 2145), correlations between game play habits and the attainment of certain graduate skills or attributes (communication skill, adaptability and resourcefulness) are presented. Correlations between graduate attribute attainment and a range of demographic and educational factors, including age,…
Descriptors: Video Games, College Students, Skill Development, Communication Skills
Díaz-López, Adoración; Maquilón-Sánchez, Javier-Jerónimo; Mirete-Ruiz, Ana-Belén – Comunicar: Media Education Research Journal, 2020
ICT use during adolescence is now commonplace. Its power of attraction and the vulnerable condition of adolescents are giving rise to growing concern, aggravated by the imminent consequences of such synergy. In order to deepen understanding of this relationship, the following research objectives were formulated: a) Analyze the frequency of ICT…
Descriptors: Behavior Problems, Information Technology, Parent Participation, Anxiety
Jiménez-Morales, Mònika; Montaña, Mireia; Medina-Bravo, Pilar – Comunicar: Media Education Research Journal, 2020
The presence and variety of mobile devices in Spanish homes, regardless of the social and economic con-text, has been widespread for years. Several studies focus on parental mediation in children's consumption of smart devices, however, there is a lack of scientific evidence about how the educational level and the professional profile of parents…
Descriptors: Foreign Countries, Elementary School Students, Young Children, Handheld Devices
Çirak, Nese Sevim; Erol, Osman – Participatory Educational Research, 2020
Digital games have taken on an important role in many people's lives and are popular among various age groups and different genders. Hence, it is important to estimate why people are so attracted to digital games. The aim of this study is to investigate the motivational factors that incite people to play digital games. To achieve this, survey…
Descriptors: Motivation, Computer Games, Self Determination, Gender Differences
Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
Slater, Stefan; Baker, Ryan S.; Wang, Yeyu – International Educational Data Mining Society, 2020
Feature engineering, the construction of contextual and relevant features from system log data, is a crucial component of developing robust and interpretable models in educational data mining contexts. The practice of feature engineering depends on domain experts and system developers working in tandem in order to creatively identify actions and…
Descriptors: Data Analysis, Engineering, Classification, Models
Lindberg, Renny S. N.; Laine, Teemu H.; Haaranen, Lassi – British Journal of Educational Technology, 2019
An increasing number of countries have recently included programming education in their curricula. Similarly, utilizing programming concepts in gameplay has become popular in the videogame industry. Although many games have been developed for learning to program, their variety and their correspondence to national curricula remain an uncharted…
Descriptors: Programming, Computer Science Education, Elementary Secondary Education, Guidelines
Wibowo, Agung Prasetyo; Nababan, M. R.; Santosa, Riyadi; Kristina, Diah – Journal of Social Studies Education Research, 2019
Studies conducted on localization quality assessment (LQA) on video games from interdisciplinary perspectives, dominantly employ studies on media, demarcating it from their derivative concerns like environmental issues. We argue that LQA on video games requires reconstruction from eco-criticism perspectives, because electronic waste (E-waste) of…
Descriptors: Quality Control, Video Games, Educational Technology, Technology Uses in Education
Flores Marin, Monica; Pinto Tapia, Victor; Espinoza Salguero, Maria Teresa – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research is a comparative test between two Human Computer Interaction (HCI) design approaches - Apple versus one informed by child users. Background: There are studies concerning the creation of graphical interfaces for kids, however, they do not involve them in the design process. On the other hand, operating systems such as…
Descriptors: Usability, Computer Games, Handheld Devices, Computer Interfaces
Havre, Sigrid Jordal; Väkevä, Lauri; Christophersen, Catharina R.; Haugland, Egil – British Journal of Music Education, 2019
This article is based on a case study of how the Rocksmith entertainment music video game can be used in the context of studying electric guitar and bass as part of music teacher training. In empirical terms, we were interested in how music teachers' knowledge becomes articulated in the pedagogical discourse of our participants. As conceptual…
Descriptors: Music, Music Education, Musical Instruments, Video Games
Ng, Chen Feng – Journal of Economic Education, 2019
In this article, the author describes the structure and content of a video game that she developed for a hybrid principles of microeconomics course that consists of two 50-minute lectures and a 50-minute online portion per week. The game comprises seven modules, each of which was assigned to be played during the course of the semester for the…
Descriptors: Microeconomics, Economics Education, Video Games, Instructional Materials
Kai, Shiming – ProQuest LLC, 2019
This dissertation research focuses on investigating the incidence of student self-regulated learning behavior, and examines patterns in student affective states that accompany such self-regulated behavior. This dissertation leverages prediction models of student affective states in the Physics Playground educational game platform to identify…
Descriptors: Physics, Educational Games, Psychological Patterns, Student Behavior
Kristin Lems; Tenena M. Soro; Gareth Charles – Guilford Press, 2024
Now in a revised and expanded third edition, this established course text and teacher guide explores the processes involved in second-language acquisition and translates the research into practical instructional strategies for PreK-12. Engaging classroom vignettes and personal reflections from the authors and other seasoned educators bring the…
Descriptors: Second Language Learning, Second Language Instruction, Multilingualism, Bilingual Students
Gunel, Emre; Top, Ercan – International Journal of Technology in Education, 2022
This study aims to integrate video games into classrooms not as a replacement for regular lessons but as supplementary materials under the teacher's supervision. To this extent, the researcher created an educational English learning video game specifically modeled on the students' real lives. Ninety-six middle school students, 48 in the control…
Descriptors: Educational Games, Video Games, Vocabulary Development, Retention (Psychology)
Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry