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Theodoulou, Jack; Curwood, Jen Scott – English Teaching: Practice and Critique, 2023
Purpose: Videogames are complex, meaningful and multimodal texts. This study aims to explore how students could learn about narratives from, and be engaged by, playing a videogame and how a teacher adapted their pedagogy to incorporate the young adult videogame (YA game) "What Remains of Edith Finch" into an English Language Arts…
Descriptors: Video Games, Learner Engagement, English Instruction, Language Arts
Muñoz González, Juan Manuel; de Castro Castro, Carmen; Brazo Millán, Ana Isabel – Digital Education Review, 2021
With the understanding that videogames have become a powerful resource not only for entertainment but also as an educational resource for foreign language teaching today, the objective of this study was to examine the use of the videogame "Broken Sword" for the teaching of French as a foreign language in a higher education setting. To…
Descriptors: Video Games, Teaching Methods, Second Language Instruction, French
Ehret, Christian; Mannard, Emily; Curwood, Jen Scott – Learning, Media and Technology, 2022
This article contributes a novel mode of sociomaterial analysis that develops critical methodologies to analyze how videogames participate in the production of affect during gameplay. The authors report on a multi-year international study addressing representations of youth in Young Adult Videogames (YA Games), or games played through the…
Descriptors: Young Adults, Adolescent Literature, Video Games, Self Concept
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
Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Jennifer Melissa García-Dávila; Wulfrano Arturo Luna-Ramírez – International Association for Development of the Information Society, 2022
Mexico is a country where seismic events occur in a daily basis. Since 1990, the national seismological service has reported various earthquakes, in some cases they usually imperceptible, it doesn't ensure that the population cannot be injured, there for, it is important to keep the entire population informed and prepared in the event of an…
Descriptors: Video Games, Natural Disasters, Teaching Methods, Masters Programs
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
Mariana Rodrigues; Fábio M. Dinis; Hugo Santos; Pedro D. Ferreira – Educational Process: International Journal, 2023
Background/purpose: Research tends to focus on understanding the school climate impacts and outcomes on real-life situations and problems while not giving deserved attention to their effects on digital life experiences and behaviors, such as those provided by videogame contexts. This article explores the relationship between school climate…
Descriptors: Foreign Countries, College Students, Relationship, Student Attitudes
Avvisati, Francesco; Borgonovi, Francesca – Large-scale Assessments in Education, 2023
Written instructions seldom need to be read when playing videogames. Instead, gaming often involves early information foraging and expansive exploration behaviors. We use data from the Programme for International Student Assessment (PISA) to explore whether students who regularly play videogames (daily gamers) adopt behaviors that are typical of…
Descriptors: Video Games, Science Process Skills, Problem Solving, Discovery Learning
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
Romero-Hernandez, Alejandro; Gonzalez-Riojo, Manuel; El Yamri, Meriem; Manero, Borja – Educational Technology & Society, 2022
The performing arts are currently in a critical situation worldwide. Various reports warn that the lack of audience. If we focus on dance, and especially folk dances, the situation is worse. In various countries and continents, folk dances are slowly disappearing. In Spain, we find evidence of the downward trend in terms of the number of attendees…
Descriptors: Video Games, Dance, Foreign Countries, Folk Culture
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
Stampoltzis, Aglaia; Voulkidou, Efstathia – European Journal of Psychology and Educational Research, 2023
Television watching and video/computer playing are favorite leisure activities among children and adolescents. Individuals with attention deficit hyperactivity disorder (ADHD) have several special characteristics in relation to attention and impulsivity compared with non-ADHD individuals. This study investigates parental perceptions of electronic…
Descriptors: Parent Attitudes, Children, Attention Deficit Hyperactivity Disorder, Foreign Countries
Zuiker, Steven J.; Anderson, Kate T. – Research in Science Education, 2021
This study examines the design and enactment of a secondary physics unit on electromagnetism. The unit used an educational videogame to support peer dialogic engagement in a Singapore secondary school by engaging learners with qualitative physics phenomena. As an example of game-based learning, the unit includes activities and resources that…
Descriptors: Peer Relationship, Dialogs (Language), Learner Engagement, Secondary School Students
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