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Travers, Ann; Marchbank, Jennifer; Boulay, Nadine; Jordan, Sharalyn; Reed, Kathleen – Journal of LGBT Youth, 2022
In 2015 the Gender Vectors research team received a major research grant to conduct research with and about transgender youth in the Greater Vancouver Area. A unique aspect of this research project involved combining social action research with the development of a prototype of a video game as a knowledge translation tool to depict the life…
Descriptors: LGBTQ People, Sexual Identity, Foreign Countries, Experience
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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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Merchant, Rahim Kamruddin; Rafiq, Inara; Rafiq, Nasreen; Rafiq, Neelam; Khowaja, Anaiz Ahmed – Journal on Educational Psychology, 2019
With the change in socio-cultural environment, today's youth is encountering more challenges than ever before. This encounter is influencing heavily on their daily life activities and behaviors. Youth today has become more violent and vigilant than they were before. Some leading factors of this behavior can be marked as more prone towards the…
Descriptors: Violence, Youth, Behavior Problems, Child Rearing
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Fu, You; Burns, Ryan D.; Gomes, Emma; Hsu, Ya-Wen; Gao, Zan – JTRM in Kinesiology, 2019
Differences between interactive active video games (AVGs) and non-interactive AVGs on sedentary behavior, light physical activity, and moderate-to-vigorous physical activity has never been compared. Therefore, the purpose of this study to compare differences between two AVGs modalities on sedentary behavior, light physical activity, and…
Descriptors: Elementary School Students, Young Children, Student Behavior, Physical Activity Level
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Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
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Briscoe, Michael – Science Teacher, 2019
FLEET is a free ship-design simulator that reaches students in their native environment--video games. It is also a physics simulator that applies content first learned through hands-on scientific investigations. Using FLEET, students design and use ships for various naval missions by mastering scientific concepts such as force, energy, and work,…
Descriptors: Video Games, Computer Simulation, Physics, Hands on Science
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Marín-Díaz, Verónica; Morales-Díaz, Marina; Reche-Urbano, Eloísa – Journal of New Approaches in Educational Research, 2019
Education mediated by video games is a way of working that is increasingly more evident. Along this line we present the results obtained from a group of pre-service teachers (N=169), who through a quasi-experimental study and the use a questionnaire with 62 items, with a scale to answer to 5 Likert-type, created from Marín and Martín (2014) and…
Descriptors: Elementary Education, Teaching Methods, Video Games, Technology Uses in Education
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Klubal, Libor; Kostolányová, Katerina; Gybas, Vojtech – ICTE Journal, 2018
This paper attempts to respond to the use of the elements of gamification in education. With the help of research papers, we have chosen three different systems in which the elements of gamification are included and we have focused on their use in education.
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Integrated Learning Systems
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Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Williams, Cathy; Robson, Leonie; Ellis, Richard; Hodgson, Timothy – Journal of Visual Impairment & Blindness, 2018
Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children…
Descriptors: Visual Impairments, Children, Young Adults, Adolescents
Jeremiassen, Kathleen S. – ProQuest LLC, 2018
The purpose of this sequential mixed methods study was to explore differences in students' STEM identities, game play motivations, and game preferences. The need to grow and support STEM education and careers in the U. S. is a widely-held concern for those in leadership, industry, and education. A purposeful sample of 167 9th grade-12th grade…
Descriptors: STEM Education, Educational Games, Video Games, High School Students
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Stupak, Oksana – Advanced Education, 2020
The introduction of educational technologies, which are developing at a rapid pace, requires professionalism and readiness of managers to implement the latest information technologies. Therefore, the use of electronic resources in the educational process in higher education can contribute both to developing professional skills and gaining the…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Educational Resources
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Alharbi, Latifah – TESOL International Journal, 2020
Globalization and technical evolution eased the communication with different peoples from all around the world yet, language is still a barrier that should be overcame by continuous and effective learning. Technology is a powerful tool for learners who want to either start learning a new language or develop and strengthen their foreign languages.…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
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Medeiros, Pâmella; Felden, Érico Pereira Gomes; Zequinão, Marcela Almeida; Cordeiro, Paola Cidade; Dias de Freitas, Kamyla Thais; Libardoni dos Santos, João Otacilio; Cardoso, Fernando Luiz – International Journal of Game-Based Learning, 2020
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes…
Descriptors: Exercise, Game Based Learning, Video Games, Program Effectiveness
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Terlouw, G.; van't Veer, J. T. B.; Kuipers, D. A.; Metselaar, J. – Early Child Development and Care, 2020
Children with autism spectrum disorders (ASD) often face challenges in social situations. Although designers and researchers explore the potential of digital (game-like) interventions, most interventions lack evidence in efficacy or proper design. The aim of this study is to explore the worldview and needs of the target users in their daily life…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Interpersonal Competence
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de Aldama, Carlos; Pozo, Juan-Ignacio – Journal of Educational Computing Research, 2020
For some years now, the scientific community has been studying how videogames foster acquisition of mental representations of the world around us. Research to date suggests that the efficiency of videogames as learning tools largely depends on the instructional design in which they are included. This article provides empirical evidence related to…
Descriptors: Physics, Science Instruction, Video Games, Educational Technology
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