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Showing 1 to 15 of 215 results Save | Export
Amy S. Smith – ProQuest LLC, 2023
This qualitative study explored high school students' engagement with a unit where video games and video game materials were incorporated into an English Language Arts classroom. Over several weeks, students engaged with video game content and composed their own video games using the free online platform, Scratch. The purpose of the study was to…
Descriptors: Video Games, High School Students, Language Arts, Technology Uses in Education
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Merino-Campos, Carlos; del-Castillo, Héctor; Pascual-Gómez, Isabel – Education and Information Technologies, 2023
Much research has been done on the benefits of video games in a physical education context (Camunas-Vega & Alcaide-Risoto, 2020; Fang et al., 2020). However, little attention has so far been paid to the effectiveness of commercial video games combined with actual basketball practice in helping students improve their reasoning skills (Chuang et…
Descriptors: Thinking Skills, Video Games, Physical Education, Team Sports
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Hewett, Katherine J. E. – New Directions for Student Leadership, 2022
Video games are known to be engaging affinity spaces for youth gamers but how do they develop leadership skills? In order to explore a bridge between high school and college leadership competencies, it is beneficial to reflect on how they align with the collaborative leadership skills of classroom gamers. This article will explore how video games…
Descriptors: Video Games, Leadership Qualities, Skill Development, Student Leadership
Shute, Valerie J.; Rahimi, Seyedahmad – Grantee Submission, 2021
Creativity has been of research interest to psychologists dating back many decades, and is currently recognized as one of the essential skills needed to succeed in our complex, interconnected world. One medium that has affordances to assess and support creativity in young people is video games. In this paper, we briefly discuss the literature on…
Descriptors: Creativity, Creativity Tests, Physics, Educational Games
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Ustaoglu, Alihan; Çelik, Handan – Journal of Educators Online, 2023
Video games, as the most frequent tools of computer technologies, have been integrated into classroom teaching through experimental studies. However, there is still much to investigate if and to what extent video game involvement (VGI) in informal settings can influence students' language learning motivation (LLM) in formal settings. Adopting a…
Descriptors: High School Students, Video Games, Learning Motivation, Student Motivation
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Alsuhaymi, Dhaifallah; Alzebidi, Ali – Turkish Online Journal of Educational Technology - TOJET, 2019
This study applied a qualitative approach to shed light on computer teachers' perception of video games and the barriers toward integrating these games into their teaching. The data were gathered through face-to-face interviews with 22 Saudi teachers from the Eastern Province of Saudi Arabia. The results show that teachers in Saudi schools hold a…
Descriptors: Foreign Countries, Teacher Attitudes, Video Games, Computer Uses in Education
Terry, Marion; Malik, Amjad; Hussain, Khawar – Online Submission, 2021
In response to concerns expressed by educational professionals, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social…
Descriptors: Grade 9, Adolescents, Academic Achievement, Performance Factors
Westcott, Frank Michael – ProQuest LLC, 2019
The problem that this study addressed is that current research has overlooked the potential transferability of needed 21st century skills from video game playing in middle and high school to success in college many years later among under-prepared college students. The purpose of this qualitative, phenomenological study was to explore the lived…
Descriptors: College Readiness, Student Attitudes, Video Games, 21st Century Skills
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Teng, Zhaojun; Nie, Qian; Guo, Cheng; Zhang, Qian; Liu, Yanling; Bushman, Brad J. – Developmental Psychology, 2019
Although adolescents around the world play video games, little is known about their longitudinal effects on adolescents from Eastern countries. This large longitudinal violent video game study has 4 strengths. First, it is the first longitudinal study conducted with Chinese adolescents. Second, it examines moral disengagement as a possible…
Descriptors: Foreign Countries, Adolescents, Video Games, Violence
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Rosengrant, David; Money, Philip; Beyer, Tracey; Alexander, Berkil – Physics Teacher, 2019
Some educators use what we call a "hook" as a key element in their lessons. We use "hooks" to get our students interested in what it is we are teaching. Many teachers have adopted the Next Generation Science Standards and establish the phenomena as the engine that drives scientific investigation and learning in the classroom.…
Descriptors: Teaching Methods, Video Games, Vignettes, Science Instruction
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Yildirim, Emre; Zeren, Serife Gonca – Psycho-Educational Research Reviews, 2021
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In this study, the correlation between video game addiction of adolescents and gender, game genres, types of schools attended to and grade levels, basic psychological needs, and the social support perceived are researched. In this study, conducted in…
Descriptors: Foreign Countries, Video Games, Addictive Behavior, High School Students
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Fitzpatrick, Caroline; Boers, Elroy – Health Education & Behavior, 2022
Youth today spend a tremendous amount of time with digital media. The purpose of the present study was to estimate developmental associations between screen media use between the ages of 15 and 17 and corresponding changes in prosocial behavior. Participants (N = 1,509) were part of the Quebec Longitudinal Study of Child Development, a…
Descriptors: Foreign Countries, Adolescents, Mass Media Use, Prosocial Behavior
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Martin, Nicole J.; Schmick, Ayla M. – Physical Educator, 2018
This study describes high school students' use of smart technology to enhance leisure-time physical activity. Participants included 109 students who completed an informational survey comprised of questions examining non-school sport and physical activity hours, daily video game hours, and use of Kinect active video games and smartphone apps.…
Descriptors: Student Evaluation, Educational Technology, Physical Activities, High School Students
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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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Tanner, Samuel Jaye – Urban Education, 2023
This article relies on nonrepresentational narrative research to consider improvisational urban literacy. The author uses narrative to theorize the choice to teach "Grand Theft Auto: San Andreas" in urban high school English classrooms. The author positions this decision as the surprising result of an improvisational, urban literacy…
Descriptors: Urban Education, Literacy Education, Creative Activities, Urban Schools
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