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Muñoz González, Juan Manuel; de Castro Castro, Carmen; Brazo Millán, Ana Isabel – Digital Education Review, 2021
With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame "Broken Sword" for the teaching of French as a foreign language in a higher education setting. To…
Descriptors: Video Games, Teaching Methods, Second Language Instruction, French
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Dahlgren, J.; Healy, S.; MacDonald, M.; Geldhof, J.; Palmiere, K.; Haegele, J. A. – Autism: The International Journal of Research and Practice, 2021
To date, studies using cross-sectional methodologies make up a majority of the literature surrounding children with autism spectrum disorders and participation in physical activity and screen time. Longitudinal studies are needed to examine how physical activity and screen time behaviors co-develop for children with and without an autism spectrum…
Descriptors: Physical Activity Level, Autism, Pervasive Developmental Disorders, Children
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Zahedi, Leila; Batten, Jasmine; Ross, Monique; Potvin, Geoff; Damas, Stephanie; Clarke, Peter; Davis, Debra – Journal of Computing in Higher Education, 2021
Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Some researchers have been exploring the influence of gamification on female students as one of these possible learning engagement strategies. Gamification…
Descriptors: Game Based Learning, Computer Science Education, Females, Self Concept
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Corredor, Javier; Sanchez-Mora, Johanna; Bustamante-Barreto, Andry – E-Learning and Digital Media, 2021
This article explores why certain types of conversations are effective to develop disciplinary knowledge during video game play while others are not. In particular, we analyze conversations among students playing an educational video game that focuses on the process of viral replication. To do so, we use an emergent qualitative coding strategy. In…
Descriptors: Video Games, Play, Educational Games, Microbiology
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Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students
Rania Abdulkareem Kokandy – ProQuest LLC, 2021
Students often see mathematics as a hard subject because they have to rely on logic, mathematical theories of equations, proofs, and some of math concepts that are difficult to understand, which contributes to students' poor performance and low motivation to learn math. Therefore, the purpose of this quantitative study was to investigate the…
Descriptors: Game Based Learning, Mathematics Instruction, Educational Games, Grade 4
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Lau, Patrick Wing-Chung; Wang, Geng; Wang, Jing-Jing – Journal of Applied Research in Intellectual Disabilities, 2020
Background: Interventions with active video games (AVGs) can promote physical activity (PA) and health and are compatible with a school setting. The needs of children with intellectual disability (ID) in this area have been neglected. Methods: A two-arm trial was conducted among 203 students with intellectual disability. The intervention group was…
Descriptors: Video Games, Body Composition, Physical Activity Level, Psychomotor Skills
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Bayeck, Rebecca Y. – Educational Technology Research and Development, 2020
This study is a review of video games studies completed in South Africa. This paper looked at existing research on video games in South Africa in order to understand the research approaches used, and the learning outcomes found in respect to findings from studies in the western world. Interestingly, the study shows similarities in the learning…
Descriptors: Video Games, Educational Games, Game Based Learning, Educational Research
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Ettinger, Karen; Cohen, Anat – Education and Information Technologies, 2020
The centrality of multitasking in teenagers' lives has triggered vast interest in popular and academic discussion. Due to a large inconsistency in the study and multitasking reporting, we endeavoured to better understand and characterize multitasking behaviors. We researched multitasking patterns, prevalence, types, combinations and gender…
Descriptors: Behavior Patterns, Adolescents, Incidence, Gender Differences
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Coleman, Thomas E.; Money, Arthur G. – Higher Education: The International Journal of Higher Education Research, 2020
Student-centred learning forms a major driver behind educational policy and practice in the modern day. With a drive towards embracing the possibilities of technology within the classroom, especially digital video games, it is vital to have an understanding of where such games are delivering and where their potential has yet to be explored. With…
Descriptors: Student Centered Learning, Educational Games, Computer Games, Video Games
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McCreery, Michael P.; Head, Danielle L.; Fiorentini, Joseph P.; Leif, Sam A.; Krach, S. Kathleen; Cole, Le Quanda L.; Bacos, Catherine A.; Laferriere, Jeffrey – International Association for Development of the Information Society, 2020
The current study was designed to examine the relationship between cognitive ability and player experience in shaping how players think within, and acclimate to, video games as complex systems. Specifically, researchers examined the relationship between player's cognitive ability and gameplay outcomes within a video game (i.e., The Deed). Outcomes…
Descriptors: Video Games, Cognitive Ability, Correlation, Adjustment (to Environment)
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
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Adriana Soto-Corominas; Marta Segura; Helena Roquet; Noelia Navarro; Yagmur Elif Met – International Journal of Multilingualism, 2025
Research on the effects of bilingualism on third language (L3) development set in bilingual communities is scarce, outdated, and has provided mixed results. This study investigated the effects of exposure and age of onset of acquisition (AOA) of L3-English, as well as first and second language (L1/L2) skills and use, in the development of…
Descriptors: Foreign Countries, Spanish, Romance Languages, Bilingualism
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Chen, Chen; Hardjo, Stephanie; Sonnert, Gerhard; Hui, Jiaojiao; Sadler, Philip M. – International Journal of STEM Education, 2023
Background: Digital media are pervasive in the lives of young people and provide opportunities for them to learn about STEM. Multiple theories argue that the STEM media environment may shape how youth see a STEM career in their future. Yet, little is known about how pre-college digital media consumption may be related to students' STEM career…
Descriptors: College Freshmen, STEM Careers, Student Interests, Mass Media Role
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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