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Çoban, Murat; Göktas, Yüksel – E-Learning and Digital Media, 2023
This research aims to investigate the impact of three different training methods (digital game, drill, and traditional education) on the motivation of the students to teach earthquake preparedness and earthquake prevention knowledge to primary school students. The explanatory design from the mixed-methods research was used in the study. The sample…
Descriptors: Training Methods, Seismology, Emergency Programs, Computer Games
West, Jessica A. – E-Learning and Digital Media, 2019
In this article, I share the ways in which New Literacies theory served as an interpretive lens to understand how the Internet as a cultural tool mediates the literacy actions of adolescents in English Language Arts classrooms. Data were drawn from a larger study in which students who were considered "at-risk" because of previous…
Descriptors: Educational Technology, Technology Uses in Education, Literacy Education, Internet
Dezuanni, Michael; O'Mara, Joanne; Beavis, Catherine – E-Learning and Digital Media, 2015
This article investigates 8-and 9-year-old girls' use of the popular game "Minecraft" at home and school, particularly the ways in which they performatively "bring themselves into being" through talk and digital production in the social spaces of the classroom and within the game's multiplayer online world. We explore how the…
Descriptors: Electronic Learning, Females, Children, Video Games
Hansbol, MIkala; Meyer, Bente – E-Learning and Digital Media, 2011
This article takes as its point of departure a language project which is a subproject under the larger ongoing (2007-2011) research project Serious Games on a Global Market Place. The language project follows how the virtual universe known as Mingoville (http://www.mingoville.com) becomes an actor in English education for beginners. The virtual…
Descriptors: English (Second Language), Second Language Instruction, Simulated Environment, Role