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Cross, Emma; Mould, David; Smith, Robert – New Review of Academic Librarianship, 2015
The rise of game development and game studies on university campuses prompts academic libraries to consider how to support teaching and research in this area. This article examines current issues and challenges in the development of game collections at academic libraries. The gaming ecosystem has become more complex and libraries may need to move…
Descriptors: Academic Libraries, Library Materials, Video Games, Educational Games
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You, Sukkyung; Kim, Euikyung; No, Unkyung – School Psychology International, 2015
Recently, research studies and media have reported on the detrimental effects violent video games have on the social behaviors of adolescents. For example, previous studies have found that playing video games is positively associated with aggressive behaviors and negatively associated with prosocial behaviors. However, very few studies have…
Descriptors: Violence, Video Games, Social Behavior, Self Control
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Reese, Debbie Denise; Tabachnick, Barbara G.; Kosko, Robert E. – British Journal of Educational Technology, 2015
Valid, accessible, reusable methods for instructional video game design and embedded assessment can provide actionable information enhancing individual and collective achievement. Cyberlearning through game-based, metaphor-enhanced learning objects (CyGaMEs) design and embedded assessment quantify player behavior to study knowledge discovery and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Design
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Waddington, David I. – Educational Theory, 2015
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…
Descriptors: Video Games, Simulation, Educational Games, Educational Technology
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Finke, Erinn H.; Hickerson, Benjamin; McLaughlin, Eileen – Language, Speech, and Hearing Services in Schools, 2015
Purpose: The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Method: Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12…
Descriptors: Parent Attitudes, Video Games, Children, Autism
Shute, Valerie J.; Wang, Lubin – International Association for Development of the Information Society, 2013
This paper examines possible improvement to problem solving skills as a function of playing the video game "Portal 2." Stealth assessment is used in the game to evaluate students' problem solving abilities--specifically basic and flexible rule application. The stealth assessment measures will be validated against commonly accepted…
Descriptors: Problem Solving, Video Games, Student Evaluation, High School Students
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Chung, Tsui-shan – Thinking Skills and Creativity, 2013
The current study aims to observe whether individuals who engaged in table-top role playing game (TRPG) were more creative. Participants total 170 (52 TRPG players, 54 electronic role playing game (ERPG) players and 64 Non-players) aged from 19 to 63. In the current study, an online questionnaire is used, adopting the verbal subtests of…
Descriptors: Creativity, Priming, Role Playing, Creative Thinking
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Ballester, Jorge; Pheatt, Charles B. – Physics Teacher, 2012
The study of motion is central in physics education and has taken many forms as technology has provided numerous methods to acquire data. For example, the analysis of still or moving images is particularly effective in discussions of two-dimensional motion. Introductory laboratory measurement methods have progressed through water clocks, spark…
Descriptors: Physics, Motion, Computer Software, Video Games
Subramanian, Shree Durga – ProQuest LLC, 2012
Game modding has increasingly become a mainstream and "cutting edge" medium to foster a broad range of critical software design and programming practices to learners coming from wide-ranging educational and professional backgrounds. Participatory practices, like game modding, are highly interest-driven and entail intense engagement with…
Descriptors: Proximity, Video Games, Educational Games, Learning Motivation
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Grieser, Joshua D.; Gao, Yong; Ransdell, Lynda; Simonson, Shawn – Measurement in Physical Education and Exercise Science, 2012
The purpose of this study was to determine the intensity of Nintendo Wii Fit games using indirect calorimetry. Twenty-five college students completed Wii Fit activity sessions at two difficulty levels within aerobics, strength, and yoga categories. Resting metabolic rate and exercise oxygen uptake were measured, and metabolic equivalents were…
Descriptors: Video Games, Physical Activities, College Students, Metabolism
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Oggins, Jean; Sammis, Jeffrey – International Journal of Mental Health and Addiction, 2012
In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players' self-reports of being addicted to games and scores on a modified video…
Descriptors: Video Games, Feedback (Response), Correlation, Surveys
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Koc, Mustafa; Iskender, Murat; Cardak, Mehmet; Dusunceli, Betul – Educational Research and Reviews, 2012
School managers undertake an important duty in structuring of education institutions. In the study carried out in this context; anger conditions, continuity, and direction of anger, anger control levels and anger styles of school managers who are the decision makers in schools were examined according to the ages, working periods, duty types, ways…
Descriptors: Psychological Patterns, Birth Order, Administrators, Education
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Daviault, Christine – Bulletin of Science, Technology & Society, 2012
There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective.…
Descriptors: Psychological Patterns, Video Games, Hypermedia, Games
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Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura – Family Relations, 2012
The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…
Descriptors: Video Games, Conflict, Aggression, Interpersonal Relationship
Luckin, Rosemary, Ed. – UCL IOE Press, 2018
The educational technology sector is growing fast, with schools, colleges and universities more than ever looking for the best ways to use technology in the classroom. At the same time, there is an increasing appetite for learning and teaching practices to be backed up by evidence. However, there are few resources that bring these two things…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Educational Research
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