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Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
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Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
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Alexander, Amanda; Ho, Tuan – Art Education, 2015
Since the summer of 2006, the University of Texas at Arlington (UTA), in the Dallas/Ft. Worth metroplex, has invited secondary students to participate in their summer SEED program on campus. The program was developed by the Dean of the School of Architecture and the Chair of the Art + Art History Department. SEED (Strategies, Events, Episodes +…
Descriptors: Secondary School Students, Video Games, Experiential Learning, Summer Programs
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Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
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Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
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Zhao, Zhuxuan; Linaza-Iglesias, José L. – Electronic Journal of Research in Educational Psychology, 2015
Introduction: The study was carried out with children of 2nd, 4th and 6th grades of elementary school in order to explore what and how will children learn from a completely new videogame. Method: We organized children from 2nd, 4th and 6th grades of elemental school, giving them chance to play a freshly released videogame by that time. We formed…
Descriptors: Video Games, Educational Technology, Grade 2, Grade 4
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Marín, Veronica; López, Magdalena; Maldonado, Guadalupe – Digital Education Review, 2015
Training through gamification is everyday a more evident reality in Primary Education classes. The teachers' view about this has been modified as it is shown in the study published by aDeSe in 2012. However, does it really have place in the students' curricular development in the primary education stage? For the sake of responding to this…
Descriptors: Educational Games, Video Games, Primary Education, Curriculum Development
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Martin, Nicole J.; Ameluxen-Coleman, Evan J.; Heinrichs, Derikk M. – Journal of Physical Education, Recreation & Dance, 2015
It is recommended that each day youth get 60 minutes or more of moderate-to-vigorous physical activity that includes aerobic, muscle, and bone strengthening activities. The majority of youth, however, do not meet these physical activity guidelines. Children and adolescents spend on average seven hours engaging in sedentary "screen-based"…
Descriptors: Life Style, Physical Activity Level, Technology Uses in Education, Child Behavior
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Busch, Vincent; Loyen, Anne; Lodder, Mandy; Schrijvers, Augustinus J. P.; van Yperen, Tom A.; de Leeuw, Johannes R. J. – Review of Educational Research, 2014
Schools are increasingly involved in efforts to promote health and healthy behavior among their adolescent students, but are healthier students better learners? This synthesis of the empirical, longitudinal literature investigated the effects of the most predominant health-related behaviors--namely, alcohol and marijuana use, smoking, nutrition,…
Descriptors: Adolescents, Health Behavior, Academic Achievement, Drinking
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Sayer, Peter; Ban, Ruth – ELT Journal, 2014
Following the global trend in primary English language instruction, the Ministry of Education in Mexico has recently included English as an additional language as part of the national curriculum for primary grades. Some have questioned whether early EFL programmes can work, given the few instructional hours per week and limited exposure to the…
Descriptors: English (Second Language), Second Language Learning, Learner Engagement, Mexicans
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Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel – International Journal of Game-Based Learning, 2012
Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…
Descriptors: Educational Games, Video Games, Instructional Design, Models
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Beck, Victoria Simpson; Boys, Stephanie; Rose, Christopher; Beck, Eric – Journal of Interpersonal Violence, 2012
Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video…
Descriptors: Violence, Females, Rape, Negative Attitudes
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Gabbiadini, Alessandro; Andrighetto, Luca; Volpato, Chiara – Journal of Adolescence, 2012
Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the…
Descriptors: Evidence, Video Games, Violence, Moral Values
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Puri, Kunal; Pugliese, Rudy – Bulletin of Science, Technology & Society, 2012
This study examined video game-playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of…
Descriptors: Empathy, Undergraduate Students, Graduate Students, Aggression
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Gower, Lily; McDowall, Janet – British Journal of Music Education, 2012
Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…
Descriptors: Music Education, Video Games, Interactive Video, Children
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