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Homer, Bruce D.; Plass, Jan L.; Rose, Maya C.; MacNamara, Andrew; Pawar, Shashank; Ober, Teresa M. – Grantee Submission, 2019
"Executive function" (EF), critical for many developmental outcomes, emerge in childhood and continue developing into early adulthood (Blakemore & Choudhury, 2006). During adolescence there are important developments in "Hot EF," which involves using EF in emotionally salient contexts (Zelazo & Carlson, 2012). The…
Descriptors: Executive Function, Cognitive Ability, Age Differences, Prior Learning
Williams-Pierce, Caro; Plaxco, David; Reimer, Paul N.; Simpson, Amber; Orrill, Chandra Hawley; Burke, James P.; Sinclair, Nathalie; Guyevskey, Victoria; Ellis, Amy B.; Dogan, Muhammed F. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2019
Mathematical play has a fairly short history, with strong roots further back in time (e.g., Papert, Montessori), and understanding the role of mathematical play from early childhood to adulthood is, as yet. unmapped. This working group will build on the success of last year's working group and continue to provide a community space to explore and…
Descriptors: Mathematics Instruction, Play, Mathematics Activities, Age Differences
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Effects of the Augmented Reality Game Pokémon GO on Fitness and Fatness in Secondary School Students
Martínez-López, Emilio J.; López-Serrano, Sebastián; De La Torre-Cruz, Manuel; Ruiz-Ariza, Alberto – Health Education Journal, 2022
Objective: The aim of this study was to analyse the effect of 8 weeks of Pokémon GO on physical fitness (cardiorespiratory fitness [CRF], Speed/Agility [S/A], and muscular strength [MS]) and fatness (body mass index [BMI], percentage of body fat [%BF], and waist-hip index), as well as possible differences between weekly physical activity (PA)…
Descriptors: Video Games, Computer Simulation, Geographic Information Systems, Exercise
Jason Valley – ProQuest LLC, 2022
Objective: The rapid advancement in screen-based technology enables teenagers today to devote significant amounts of time to occupational engagement in the virtual context. Societal concerns regarding adolescent screen time have been well-substantiated by numerous studies that have revealed an inverse relationship between adolescent screen time…
Descriptors: High School Students, Suburban Schools, Well Being, World Views
Eskandari, Hossein; Vahdani Asadi, Mohammad Reza; Khodabandelou, Rouhollah – Educational Psychology in Practice, 2023
This correlational study investigates the relationship between mobile phone use among elementary school students in Iran during the COVID-19 epidemic, and its effect on emotional-behavioural functioning and academic and social competencies. A researcher-devised questionnaire, and the Achenbach Child Behaviour Checklist (CBCL)-parental version, was…
Descriptors: Foreign Countries, Elementary School Students, Handheld Devices, Psychological Patterns
Santhanam, Siva priya – Journal of Speech, Language, and Hearing Research, 2023
Purpose: Videogaming offers an interactive, enjoyable, and socially valid context for interaction between autistic and non-autistic students in schools. In this tutorial, I describe an approach that supports communication and peer interaction through group-based videogaming. This approach creates an opportunity for autistic and non-autistic…
Descriptors: Autism Spectrum Disorders, Interpersonal Communication, Students with Disabilities, Peer Relationship
Steinkuehler, Constance; Anderson, Craig G.; Reitman, Jason G.; Lee, Je Seok; Wu, Minerva; Wells, Garrison; Gardner, Reginald T. – Journal of Interactive Learning Research, 2023
This paper describes the design and investigation of a high-school-affiliated esports program based on an enrichment learning model. In it, the authors detail the connections between esports and learning, self-reported impacts of the program and demographic differences among them, students' attitudes toward program features, and equity in results…
Descriptors: Video Games, Competition, Program Development, Program Evaluation
Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
Yeh, Yu-chu; Ting, Yu-Shan – British Journal of Educational Psychology, 2023
Background: Creativity is an important ability for problem-solving in both personal life and academic learning. Few creativity studies have investigated the development of children's creativity in disadvantaged rural areas or compared the rural-urban differences through digital game-based creativity learning. Understanding such differences can…
Descriptors: Elementary School Students, Grade 3, Grade 4, Grade 5
Croxton, DeVaughn; Kortemeyer, Gerd – Physics Education, 2018
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…
Descriptors: Physics, Science Instruction, Video Games, Case Studies
Stufft, Carolyn J. – Literacy Research: Theory, Method, and Practice, 2018
Teachers can harness the power of video games to foster interest and engage students in literacy activities. Within this study, seven 6th graders participated in a video game book group during language arts instructional time. The study focused on tweens' figured worlds of literacy and video games and the intersections and divergences of these…
Descriptors: Literacy, Learning Activities, Grade 6, Language Arts
Tapan-Broutin, Menekse Seden; Ilkorucu, Sirin – Journal of Education and Training Studies, 2018
The aim of this research is to determine the different types of resources, regarding the thinking styles, used by mathematics teachers to create an a-didactical situation using a video-game from an essential resource. In this research embedded mixed method was used. Participants were ten teacher-student-researchers, studying at the master degree…
Descriptors: Masters Programs, Graduate Students, Thinking Skills, Mathematics Instruction
Ramirez, Lizbeth; Walden, Emily; Hart, Shelley R. – Communique, 2018
Internet gaming has become an increasingly popular activity among youth. Internet gaming disorder (IGD) is currently included in the "DSM-5" as a condition for further study. This article discusses the rationale and implications for the proposed disorder's inclusion to the "DSM-5." While IGD is a proposed disorder, it shares…
Descriptors: Internet, Mental Disorders, Addictive Behavior, Clinical Diagnosis
Tanner, Sam; Miller, Erin – Critical Questions in Education, 2018
This conceptual framework investigates the symbol of the castle in the American imagination as one site of memory that contributes to white supremacy through childhood play. The authors conceive of long-form improvisation in relation to childhood play to imagine new pedagogical installments that might teach children to resist the hegemonic symbol…
Descriptors: Play, Whites, Racial Bias, Young Children