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Nuninger, Walter; Châtelet, Jean-Marie – International Journal of Distance Education Technologies, 2018
The tremendous changes in the context of Higher Education motivate the organization to integrate new innovative Information Communication Technology (ICT) solutions to comply with quality challenge. This affects the trainers in their practices, looking for pedagogical tools to integrate into the course. In the framework of distance learning or…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Multimedia Instruction
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Lay, Ah-Nam; Osman, Kamisah – Journal of Education in Science, Environment and Health, 2018
The purpose of this study is to investigate the effect of Malaysian "Kimia" (Chemistry) Digital Games (MyKimDG) module on students' achievement and motivation in chemistry as well as 21st century skills. Chemistry education in Malaysia should put greater emphasis on combination of cognitive, sociocultural and motivational aspects to…
Descriptors: Foreign Countries, Chemistry, Video Games, Science Achievement
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Salavati, Maryam; Salehi, Hadi – Universal Journal of Educational Research, 2016
This study aimed at investigating the impact of Instructional Video Games (IVGs) on the vocabulary retention of Iranian language learners. To do so, 32 male and 43 female, between the ages thirteen to thirty one years old, in Padideh Derakhshan Institute, Sahinshahr, Isfahan, Iran were selected as a whole population. First, the World English…
Descriptors: Foreign Countries, Video Games, Educational Technology, Technology Uses in Education
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Bédi, Branislav; Arnbjörnsdóttir, Birna; Vilhjálmsson, Hannes Högni; Helgadóttir, Hafdís Erla; Ólafsson, Stefán; Björgvinsson, Elías – Research-publishing.net, 2016
This paper describes how beginners of Icelandic as a foreign and second language responded to playing the first scene in Virtual Reykjavik, a video game-like environment where learners interact with virtual characters--Embodied Conversational Agents (ECAs). This game enables learners to practice speaking and listening skills, to learn about the…
Descriptors: Second Language Learning, Indo European Languages, Video Games, Second Language Instruction
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Katz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl – CBE - Life Sciences Education, 2017
Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce…
Descriptors: Racial Bias, Trainers, Educational Games, Video Games
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Ebrahimzadeh, Mohsen; Alavi, Sepideh – Teaching English with Technology, 2017
The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, High School Students
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Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
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Walkington, Candace; Nathan, Mitchell J.; Woods, Dawn M. – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
Research in mathematics education has established that gestures--spontaneous movements of the hand that accompany speech--are important for learning. In the present study, we examine how students use gestures to communicate with each other while proving geometric conjectures, arguing that this communication represents an example of extended…
Descriptors: Mathematics Instruction, Nonverbal Communication, Teaching Methods, Geometry
Shiue, Ya-Ming; Hsu, Yu-Chiung – Online Submission, 2017
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
Descriptors: Foreign Countries, Computer Games, Video Games, Educational Games
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Dunwell, Ian; Lameras, Petros; de Freitas, Sara; Petridis, Panos; Hendrix, Maurice; Arnab, Sylvester; Star, Kam – International Journal of Game-Based Learning, 2014
In an evolving global workplace, it is increasingly important for graduates and school-leavers to possess an understanding of the job market, their relevant skills, and career progression paths. However, both the marketplace and career paths are becoming increasingly dynamic, with employees more frequently moving between sectors and positions than…
Descriptors: Career Guidance, Adolescents, Computer Games, Video Games
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Ma, Yuxin; Williams, Doug; Prejean, Louise – Journal of Interactive Learning Research, 2014
Advocates of electronic educational games often cite the work on motivation to support the use of games in education. However, motivation alone is inadequate to facilitate learning. Many of the educational games that focused their game design solely on the motivational effect failed to be either educational or entertaining. Theory and research is…
Descriptors: Educational Games, Computer Games, Video Games, Instructional Effectiveness
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Jenny, Seth E.; Schary, David – International Journal of Technology in Teaching and Learning, 2014
This mixed-methods study investigated whether playing the video game "Madden NFL" can: (a) assist someone in learning about American football, and (b) influence someone wanting to watch or play American football. International university students with little knowledge of the sport were randomly assigned into the control group (CG) (n =…
Descriptors: Teaching Methods, Team Sports, Video Games, Foreign Students
Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling – International Association for Development of the Information Society, 2014
This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…
Descriptors: Foreign Countries, Business Administration Education, Educational Games, Video Games
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Shih, Ching-Hsiang; Chen, Ling-Che; Shih, Ching-Tien – Research in Developmental Disabilities: A Multidisciplinary Journal, 2012
The latest researches have adopted software technology to modify the Nintendo Wii Balance Board functionality and used it to enable two people with developmental disabilities to actively perform physical activities. This study extended the latest research of the Wii Balance Board application to assess whether four people (two groups) with…
Descriptors: Physical Activities, Developmental Disabilities, Video Games, Cooperation
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Wesselmann, Eric D.; Williams, Kipling D. – International Journal of Developmental Science, 2013
In this commentary, the authors discuss the topic of ostracism--being ignored and excluded--as a painful social phenomenon that most individuals have experienced at least once in their lives, and sometimes daily. The harmful power of ostracism is not short-lived; data suggest that participants asked to relive ostracism by writing an…
Descriptors: Social Isolation, Rejection (Psychology), Video Games, Toys
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