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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Polat, Ahmet; Topal, Murat – Journal of Educational Technology and Online Learning, 2022
Digital game addiction was classified as a disease by the World Health Organization. It is characterized by impaired control over gaming and increasing priority given to gaming over other activities. Especially for school-age children, there are concerns about the effects of gaming addiction on health problems that are difficult to treat later and…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Grade 6
Yifan Zhang – ProQuest LLC, 2022
Screen media has become increasingly pervasive in our everyday lives and has profoundly changed the way people communicate and interact with each other. However, we are still unclear about the long-term influence of screen media use on our physical health, mental health, and social wellbeing. Children and adolescents are in an important stage of…
Descriptors: Mass Media Use, Social Media, Information Technology, Television Viewing
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Yusoff, Zarwina; Kamsin, Amirrudin; Shamshirband, Shahaboddin; Chronopoulos, Anthony T. – Education and Information Technologies, 2018
A Computer game is the new platform in generating learning experiences for educational purposes. There are many educational games that have been used as an interaction design tool in a learning environment to enhance students learning outcomes. However, research also claims that playing video games can have a negative impact on student behavior,…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Design
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Seiter, John S.; Gass, Robert H.; Seiter, Christian R. – Communication Teacher, 2018
Courses: Persuasion, Compliance Gaining. Objectives: In this single-class activity, based loosely on the video-game sensation Pokémon GO, students learn about, enact, and "capture" a variety of compliance-gaining tactics. Along the way, they gain awareness of various approaches to persuasion, the implications of using such approaches,…
Descriptors: Persuasive Discourse, Class Activities, Video Games, Compliance (Psychology)
Ringland, Kathryn Elizabeth – ProQuest LLC, 2018
The playground is a space where play is encouraged and happens most freely. Online communities can be imagined as playgrounds. In addition to face-to-face playgrounds, these "online playgrounds" mediate the embodied experience, but in a different way. In the field of Human-Computer Interaction (HCI), to better understand play, I shift…
Descriptors: Autism, Pervasive Developmental Disorders, Play, Video Games
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Ponce de la Vega, Lidia – Hispania, 2021
This article explores gaming manifestations of the US-centric Mexican threat narrative in the context of the so-called drug war, by analyzing Manichean representations of characters, settings, and language (English and Spanish). It argues that videogames construct the concept of the Mexican subject in direct opposition to the US subject--in a…
Descriptors: Video Games, Ethnic Stereotypes, Drug Abuse, Criminals
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Villanueva, Fritzgerald – BU Journal of Graduate Studies in Education, 2021
Gaming addiction is a behavioural disorder that requires clinical therapy because of its symptoms, which often overwhelm children's sense of self-control. However, the credibility of the screening test for gaming addiction is contentious in the literature, resulting in some ambiguous distinctions between excessive video gaming and the disorder.…
Descriptors: Addictive Behavior, Behavior Disorders, Symptoms (Individual Disorders), Therapy
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Malik, Amjad; Terry, Marion – BU Journal of Graduate Studies in Education, 2021
We initiated the study in response to school counsellors' concerns over the effects of noneducational video gaming and texting on students' school performance. The research purpose was to examine the correlations between various factors and academic performance in grade 9. The factors included social relations (e.g., friends), extra-curricular…
Descriptors: Grade 9, High School Students, Foreign Countries, Counselor Attitudes
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Drumhiller, Nicole K., Ed.; Wilkin, Terri L., Ed.; Srba, Karen V., Ed. – IGI Global, 2021
Simulation and game-based learning are essential applications in a learning environment as they provide learners an opportunity to apply the course material in real-life scenarios. Introducing real-life learning allows the learner to make critical decisions at different points within the simulation providing constructive education that leads to a…
Descriptors: Simulation, Game Based Learning, Emergency Programs, Authentic Learning
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
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Jabbari, Nasser; Eslami, Zohreh R. – Language Learning & Technology, 2023
This study investigated negotiations for meaning as conditions for second language (L2) learning in the context of a massively multiplayer online role-playing game, World of Warcraft (WoW) (Blizzard Entertainment, 2004). Varonis and Gass's (1985) and Smith's (2003a) models were used to identify negotiation episodes during on-task and off-task…
Descriptors: Computer Simulation, Role Playing, Video Games, Second Language Learning
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Rao, Nirmala; Chan, Stephanie W. Y.; Su, Yufen; Mirpuri, Sheena; Richards, Ben; Sun, Jin; Li, Zhang; Ip, Patrick – Early Child Development and Care, 2023
Changes in physical activity levels and increases in screen time across different cohorts may affect young children's motor skill development (MSD). This study examined cohort differences in MSD in China. Four-year-olds living in Shanghai and in Guizhou province were assessed, in individual sessions, in 2013 (n = 230) and in 2017 (n = 446).…
Descriptors: Foreign Countries, Young Children, Motor Development, Physical Activity Level
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Aziman Abdullah – International Society for Technology, Education, and Science, 2023
This study explores the potential of using screen time data in learning management systems (LMS) to estimate student learning time (SLT) and validate the credit value of courses. Gathering comprehensive data on actual student learning time is difficult, so this study uses LMS Moodle logs from a computer programming course with 490 students over 16…
Descriptors: Time Factors (Learning), Handheld Devices, Computer Use, Television Viewing
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Demir, Abdurrahman; Akin, Manolya – Malaysian Online Journal of Educational Technology, 2020
The purpose of this study was to investigate the effects of exergame training which can be conducted on stable floor; at school with smart board and at home with TV screen, on students' balance improvement. 53 students with age average of 10,25[plus or minus]0.504 were voluntarily participated to this research. In this experimental research,…
Descriptors: Instructional Effectiveness, Game Based Learning, Exercise, Psychomotor Skills
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