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Kuhn, Jeff; Stevens, Vance – TESOL Journal, 2017
As computer-based game use grows in classrooms, teachers need more opportunities for professional development aimed at helping them to appropriately incorporate games into their classrooms. Teachers need opportunities not only to learn about video games as software but also about video games as culture. This requires professional development that…
Descriptors: Computer Games, Educational Games, Video Games, Faculty Development
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Garneli, Varvara; Giannakos, Michail; Chorianopoulos, Konstantinos – British Journal of Educational Technology, 2017
Research into educational technology has evaluated new computer-based systems as tools for improving students' academic performance and engagement. Serious games should also be considered as an alternative pedagogical medium for attracting students with different needs and expectations. In this field study, we empirically examined different forms…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
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Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew – Social Studies, 2015
Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…
Descriptors: Video Games, Social Studies, Technology Uses in Education, World History
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Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E. – International Journal of Mental Health and Addiction, 2012
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Descriptors: Adolescents, Foreign Countries, Incidence, Video Games
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Piotrowski, Chris – College Student Journal, 2015
This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…
Descriptors: Video Games, Late Adolescents, Young Adults, Violence
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Starcevic, Vladan; Berle, David; Porter, Guy; Fenech, Pauline – International Journal of Mental Health and Addiction, 2011
The objective of this study was to examine associations between problem video game use and psychopathology. The Video Game Use Questionnaire (VGUQ) and the Symptom Checklist 90 (SCL-90) were administered in an international anonymous online survey. The VGUQ was used to identify problem video game users and SCL-90 assessed dimensions of…
Descriptors: Video Games, Psychopathology, Questionnaires, Symptoms (Individual Disorders)
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Galvis, Héctor Alejandro – HOW, 2015
This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…
Descriptors: Video Technology, Second Language Programs, Second Language Learning, Second Language Instruction
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Buller, Ryan – portal: Libraries and the Academy, 2017
This paper will outline the process and discussions undertaken at the University of Denver's University Libraries to implement a lending service providing video game consoles. Faculty and staff at the University Libraries decided to pursue the new lending service, though not a traditional library offering, to support the needs of a video game…
Descriptors: College Libraries, Library Services, Video Games, Program Implementation
Martin, Crystle – Knowledge Quest, 2017
A growing body of research focuses on the impact of video games and coding on learning. The research often elevates learning the technical skills associated with video games and coding or the importance of problem solving and computational thinking, which are, of course, necessary and relevant. However, the literature less often explores how young…
Descriptors: Video Games, Coding, Youth Programs, Youth Opportunities
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Gee, James Paul – Educational Horizons, 2013
Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…
Descriptors: Video Games, Learning Experience, Language Acquisition, Problem Solving
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Farrell, Shannon L.; Neeser, Amy E.; Bishoff, Carolyn – College & Research Libraries, 2017
Academic libraries develop collections and services for scholars who use video games in teaching and research. However, there are no assessments of related information and technology needs. The authors conducted 30 semi-structured interviews to gather data about these needs and understand how the University of Minnesota Libraries can facilitate…
Descriptors: Video Games, Educational Games, Research Universities, Qualitative Research
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Méndez, Laura; del Moral, M. Esther – Electronic Journal of Research in Educational Psychology, 2015
Video games are starting to be considered for uses other than mere entertainment or recreation--as vehicles that promote implicit learning, given their attractive formula for training different types of cognitive skills (observation, memory, problem solving, etc.); as catalysts for learning processes; and even as learning contexts in themselves.…
Descriptors: Video Games, Educational Innovation, Educational Games, Teaching Methods
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Ray, Beverly B.; Powell, Angiline; Jacobsen, Brenda – Journal of Digital Learning in Teacher Education, 2014
Despite their popularity with learners, many K-12 teachers are reluctant to use video games as learning tools. Addressing issues surrounding this reluctance is important since the educational use of video games is supported by learning theory and an emerging research base. Specifically, this study adopts exploratory research as a means to examine…
Descriptors: Video Games, Educational Technology, Teaching Methods, Technology Uses in Education
Harvey, Miles Madison – ProQuest LLC, 2018
This qualitative study utilized video games and virtual reality in an eighth-grade public middle school media literacy elective classroom in which the head researcher was also the official teacher for the students in the study. The nineteen students and their teacher used video games in small groups for five consecutive weeks. The teacher and…
Descriptors: Video Games, Computer Simulation, Simulated Environment, Educational Technology
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Seiter, John S.; Gass, Robert H.; Seiter, Christian R. – Communication Teacher, 2018
Courses: Persuasion, Compliance Gaining. Objectives: In this single-class activity, based loosely on the video-game sensation Pokémon GO, students learn about, enact, and "capture" a variety of compliance-gaining tactics. Along the way, they gain awareness of various approaches to persuasion, the implications of using such approaches,…
Descriptors: Persuasive Discourse, Class Activities, Video Games, Compliance (Psychology)
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