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Christina D. Brooks – ProQuest LLC, 2022
Students in Urban District 1 were not meeting grade level learning outcomes in mathematics on state- and district-administered benchmark assessments. The purpose of this study was to determine if including a specific educational video game (EVG), Prodigy, in mathematics instruction with third-grade students would influence students' math…
Descriptors: Urban Schools, Video Games, Educational Games, Mathematics Instruction
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Tadayon, Manie; Pottie, Gregory J. – IEEE Transactions on Education, 2020
Contributions: Prior studies on education have mostly followed the model of the cross-sectional study, namely, examining the pretest and the posttest scores. This article shows that students' knowledge throughout the intervention can be estimated by time-series analysis using a hidden Markov model (HMM). Background: Analyzing time series and the…
Descriptors: Prediction, Performance, Educational Games, Markov Processes
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Turco, Rosa G.; Lesaux, Nonie K.; Jones, Stephanie M. – British Journal of Educational Technology, 2023
Studies suggest that mobile screen media can play a positive role in young children's language and literacy development. However, the role of mobile screen media in the home literacy environment of pre-school aged children has not been widely explored. Currently, it is unclear whether the amount of time on mobile devices has any association with…
Descriptors: Handheld Devices, Mass Media Use, Video Games, Computer Games
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Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
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Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
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Wadhwa, Shalini; Balakrishnan, Ramanan – International Journal of Game-Based Learning, 2023
The present study analyzes the impact of video games on productivity at a workplace. A lot of organizations have introduced games during break times of employees. Indoor video game parlors have been created at company sites. Games are said to relieve stress and enthuse fun at the workplace resulting in a happy environment. The authors were…
Descriptors: Video Games, Job Performance, Employee Attitudes, Organizational Culture
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Tanner, Samuel Jaye – Urban Education, 2023
This article relies on nonrepresentational narrative research to consider improvisational urban literacy. The author uses narrative to theorize the choice to teach "Grand Theft Auto: San Andreas" in urban high school English classrooms. The author positions this decision as the surprising result of an improvisational, urban literacy…
Descriptors: Urban Education, Literacy Education, Creative Activities, Urban Schools
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Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
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Benton, Laura; Joye, Nelly; Sumner, Emma; Gauthier, Andrea; Ibrahim, Seray; Vasalou, Asimina – British Journal of Educational Technology, 2023
Digital literacy games can be beneficial for children with reading difficulties as a supplement to classroom instruction and an important feature of these games are the instructional supports, such as feedback. To be effective, feedback needs to build on prior instruction and match a learner's level of prior knowledge. However, there is limited…
Descriptors: Elementary School Students, Reading Difficulties, Game Based Learning, Literacy Education
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Baldwin-White, Adrienne; Read, Glenna; Beer, Jenay; Darville, Gabrielle – Journal of American College Health, 2023
The current global pandemic has presented an opportunity to rethink how universities implement sexual assault prevention programs. The advantages and capabilities presented by technology such as digital gaming have not been fully utilized in sexual assault prevention programming. A user-centered design approach gives developers the opportunity to…
Descriptors: Sexual Abuse, Crime Prevention, College Role, College Students
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Gui, Yang; Cai, Zhihui; Yang, Yajiao; Kong, Lingyuan; Fan, Xitao; Tai, Robert H. – International Journal of STEM Education, 2023
Digital educational games exhibit substantial promise in advancing STEM education. Nevertheless, the empirical evidence on both the efficacy of digital game-based learning and its designs in STEM education is characterized by notable inconsistencies. Therefore, the current study aimed to investigate (1) the general effect of digital game-based…
Descriptors: STEM Education, Educational Games, Game Based Learning, Video Games
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Yilmaz, Sevde; Pamuk, Mustafa – International Journal of Psychology and Educational Studies, 2023
Today, the use of technology not only affects social relations, but also affects the relations of family members who are part of the society. Technology can negatively affect especially adolescent parent relationships within the family. In this study, it was aimed to examine the roles of social media and digital game addictions, which are…
Descriptors: High School Students, Parents, Parent Child Relationship, Conflict
Katerina Dawn Lavides Sieg Thomas – ProQuest LLC, 2023
This narrative self-study explores an elementary school teacher's curriculum-making during a critical incident in their career (March 2020-May 2020 and August 2020-December 2020) teaching during the COVID-19 pandemic. Using narrative inquiry and memory-work, I consider the tensions within curricular forces and identity and the ways in which my…
Descriptors: Curriculum Development, COVID-19, Pandemics, Personal Narratives
Hollyn Sanders Maddox – ProQuest LLC, 2023
Research into children's screen time has primarily focused on the quantity of screen exposure. The purpose of this study was to determine to what extent, if any, there was an association between young children's media screen time and the quality of joint media engagement between parent, child, and media in the home. The problem addressed was that…
Descriptors: Young Children, Mass Media Use, Television Viewing, Video Games
Lowrey, James – ProQuest LLC, 2023
Esports teams (competitive video gaming organizations) are proliferating at colleges and universities throughout the United States as colleges seek to attract and retain students with diverse sets of interests. While these teams bolster college recruitment efforts, additional research is needed to explore several potential links between the…
Descriptors: College Athletics, Video Games, Competition, Team Sports
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