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Zuiker, Steven J. – Educational Technology, 2016
Educational videogames support productive learning by organizing content in relation to meaningful contexts and roles. Videogames can also create new opportunities for understanding and supporting learning when the game ends. This presents formative transitions as a strategy for revealing what players learn through videogames, while also…
Descriptors: Video Games, Educational Games, Educational Technology, Play
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Carissoli, C.; Di Natale, A. F.; Caputo, M.; Triberti, S.; La Paglia, F.; La Barbera, D.; Villani, D. – Computers in the Schools, 2019
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user's technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused…
Descriptors: Parent Attitudes, Video Games, Educational Environment, Game Based Learning
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Vélez-Agosto, Nicole M.; Alfredo Rivas-Vélez – International Journal of Educational Technology, 2018
Educational research on videogames has demonstrated benefits of using videogames as instructional tools in classrooms because learning becomes meaningful and interesting for students because it incorporates student's needs. The aim of this study was to explore the benefits and meanings of implementing videogames in a Puerto Rican public school…
Descriptors: Video Games, English (Second Language), Second Language Learning, Second Language Instruction
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Finke, Erinn H.; Wilkinson, Krista M.; Hickerson, Benjamin D. – Journal of Autism and Developmental Disorders, 2017
The purpose of this study was to understand the social referencing behaviors of children with and without autism spectrum disorder (ASD) while visually attending to a videogame stimulus depicting both the face of the videogame player and the videogame play action. Videogames appear to offer a uniquely well-suited environment for the emergence of…
Descriptors: Eye Movements, Autism, Pervasive Developmental Disorders, Social Behavior
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Love, Mark – Teaching English with Technology, 2017
This contribution aims to familiarize educators with the unique ways in which videogames convey meaning as a media form and to provide an instrument, based on videogame theory, that educators can easily employ in intermediate and advanced English as a Foreign Language (EFL) classrooms to teach critical media literacy. In order to equip teachers…
Descriptors: Foreign Countries, College Freshmen, Video Games, Educational Games
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Casañ-Pitarch, Ricardo – Digital Education Review, 2017
The use of videogames in the foreign language (FL) classroom seems to be gradually increasing nowadays. TICs are making the lives of educators easier and their teaching methods more effective; these positive experiences make that researchers in this field are constantly introducing and developing new teaching methods and electronic applications.…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Second Language Instruction
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de Aldama, Carlos; Pozo, Juan-Ignacio – Journal of Educational Computing Research, 2020
For some years now, the scientific community has been studying how videogames foster acquisition of mental representations of the world around us. Research to date suggests that the efficiency of videogames as learning tools largely depends on the instructional design in which they are included. This article provides empirical evidence related to…
Descriptors: Physics, Science Instruction, Video Games, Educational Technology
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Nebel, Steve; Schneider, Sascha; Rey, Günter Daniel – Educational Technology & Society, 2016
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and…
Descriptors: Video Games, Educational Games, Teaching Methods, Educational Research
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López López, Ligia; de Wildt, Lars; Moodie, Nikki – British Journal of Sociology of Education, 2019
The myth that justified the takeover of a continent lives on both in classrooms and in popular media. Drawing from classroom observations in an urban primary school in Australia, this article enters the technology in education conversation, more specifically through the use of videogames for learning. Based on classroom exchanges between teachers…
Descriptors: Foreign Countries, Urban Schools, Elementary School Students, Elementary School Teachers
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Ciampaglia, Steve; Richardson, Kerry – Art Education, 2017
Over the summer of 2015, the Plug-In Studio (a new media art collective) collaborated with a group of African American teen artists from Chicago's South Side on a series of art videogames. The teen artists selected issues important to them as the subjects for the games: White privilege, racial profiling, police misconduct, and others. Working…
Descriptors: African Americans, Adolescents, Artists, Video Games
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Marín Díaz, Verónica; Martín-Párraga, Javier – Journal of New Approaches in Educational Research, 2014
The utilization of videogames is not too common due to their consideration as an element that interferes with the educational and learning process. Thus, few teachers are ready to include videogames as didactic tools. Nevertheless, some educators who consider that they have a potential to become didactic tools are progressively adopting videogames…
Descriptors: Teaching Methods, Video Games, Technology Uses in Education, Educational Technology
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Bacalja, Alexander – English in Australia, 2018
This paper reports on a participatory action research project which used videogames as the central texts for play and study in a middle-years English classroom in Australia. Ongoing questions about the nature of subject English have often focused on the discipline's ability to accommodate twenty-first century literacies. Videogames, as…
Descriptors: Video Games, Educational Games, Middle School Students, English Instruction
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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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Lowien, Nathan – English in Australia, 2016
The past decade has seen videogames become an important facet in the economic and cultural tapestry of the 21st century. However, while the Australian Curriculum: English (ACE) advocates the teaching of multimodal texts (ACARA, 2016), videogames have been neglected within the curriculum. Nevertheless, such a significant aspect of popular 21st…
Descriptors: Semiotics, Values, Video Games, Foreign Countries
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González-Valero, Gabriel; Ubago-Jiménez, José Luis; Zurita-Ortega, Félix; Chacón-Cuberos, Ramón; Castro-Sánchez, Manuel; Puertas-Molero, Pilar – Education Sciences, 2018
The creation of healthy habits and lifestyles is fundamental in the educational field and for acquiring adequate health levels that will prevail in adulthood. The aim of this study was to determine the characteristics and correlations between the level of practice of physical activity, adherence to the Mediterranean diet (MD), body mass index…
Descriptors: Eating Habits, Life Style, Body Composition, Body Height
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