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Shute, Valerie; Rahimi, Seyedahmad; Lu, Xi – Grantee Submission, 2019
Digital, educational games have many promises (e.g., increasing students' content knowledge as well as competencies like problem-solving, spatial skills, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based…
Descriptors: Educational Games, Computer Games, Game Based Learning, Middle School Students
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McGann, Jamie; Issartel, Johann; Hederman, Lucy; Conlan, Owen – British Journal of Educational Technology, 2020
Sedentary past-times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, "exergames" utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game "play" experience.…
Descriptors: Psychomotor Skills, Skill Development, Video Games, Motion
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Yildiz, Hatice Durak; Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan – Contemporary Educational Technology, 2017
The purpose of this study is to identify whether computational thinking skills among secondary school students differ depending on the type of digital games they play. The participants of this study were 202 secondary school students at 5th, 6th, 7th and 8th grades during 2016-2017 academic year. Correlational survey method was used during this…
Descriptors: Secondary School Students, Thinking Skills, Computation, Video Games
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Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars – International Journal of Game-Based Learning, 2018
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis…
Descriptors: Video Technology, Team Sports, Athletes, Feedback (Response)
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McColgan, Michele W.; Colesante, Robert J.; Andrade, Albert G. – Journal of STEM Education: Innovations and Research, 2018
The goal of this study was to determine whether a game-based immersion experience in an introductory undergraduate course in education had an impact on pre-service teachers' skills, beliefs, and confidence using games for teaching academic content. 55 pre-service secondary-education teachers participated in the study. Their first course in the…
Descriptors: Preservice Teachers, Preservice Teacher Education, Teaching Methods, Educational Games
Liming, Drew; Vilorio, Dennis – Occupational Outlook Quarterly, 2011
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Descriptors: Video Games, Development, Occupational Information, Employment Opportunities
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Dye, M. W. G.; Green, C. S.; Bavelier, D. – Neuropsychologia, 2009
Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…
Descriptors: Cues, Video Games, Tests, Attention Span
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Mozelius, Peter – ICTE Journal, 2018
Game-based learning has been a rapidly expanding field in the 21th century, with research reports praising the motivational effects and learning outcomes of games. At the same time there have been doubts on the learning outcomes of even the most seriously designed learning games. The generation that today enrols for university programmes is in…
Descriptors: Educational Games, Game Based Learning, Outcomes of Education, Student Attitudes
Rothman, Robert – Education Digest: Essential Readings Condensed for Quick Review, 2011
Young people playing "Halo" or "World of Warcraft" might not realize it, but they are working on the prototypes for a future generation of student tests. The increasing popularity of video and computer games may cause concern among parents, who fear their children are spending too much time on them. However, educators and researchers increasingly…
Descriptors: Video Games, Educational Resources, Learner Engagement, Researchers
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Persico, Donatella; Passarelli, Marcello; Pozzi, Francesca; Earp, Jeffrey; Dagnino, Francesca Maria; Manganello, Flavio – British Journal of Educational Technology, 2019
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present…
Descriptors: Computer Games, Risk, Learning Processes, Correlation
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Costa, Conceição; Tyner, Kathleen; Henriques, Sara; Sousa, Carla – International Journal of Game-Based Learning, 2018
This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of…
Descriptors: Information Literacy, Literacy Education, Foreign Countries, Video Games
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Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
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Chen, Hao-Jan Howard; Yang, Ting-Yu Christine – Interactive Learning Environments, 2013
Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign language learning. This study aimed to examine the effects of a commercial adventure video game on foreign language learning and learners' perceptions…
Descriptors: Second Language Learning, Video Games, College Students, Student Attitudes
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Araújo, Rui; Mesquita, Isabel; Hastie, Peter; Pereira, Cristiana – European Physical Education Review, 2016
The purpose of this study was to examine a hybrid combination of sport education and the step-game-approach (SGA) on students' gameplay performance in volleyball, taking into account their sex and skill-level. Seventeen seventh-grade students (seven girls, 10 boys, average age 11.8) participated in a 25-lesson volleyball season, in which the…
Descriptors: Physical Education, Athletics, Games, Team Sports
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Plavnick, Joshua B.; Dueñas, Ana D. – Journal of Autism and Developmental Disorders, 2018
Four adolescents with autism spectrum disorder (ASD) were taught to interact with peers by asking social questions or commenting about others during game play or group activities. Participants were shown a video model and then given an opportunity to perform the social behavior depicted in the model when playing a game with one another. All…
Descriptors: Adolescents, Autism, Pervasive Developmental Disorders, Peer Relationship
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