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Showing 61 to 75 of 264 results Save | Export
Holmes, Jeffrey Brandon – ProQuest LLC, 2016
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Teaching Methods
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Merino-Campos, Carlos; del-Castillo, Héctor; Medina-Merodio, José-Amelio – Education and Information Technologies, 2023
Using commercial videogames as learning objects for the development of 21st century skills in secondary schools has been a relevant topic of study in recent years. But its use in the field of physical education is especially interesting considering its nature. The aim of this article is to explore how elements like technological competence,…
Descriptors: Video Games, Academic Achievement, Physical Education, 21st Century Skills
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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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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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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
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Williams-Pierce, Caroline Cassie-Marie – AERA Online Paper Repository, 2017
In this proposal, I share a synthesized framework that incorporates mathematics education with game design principles. This framework was used to design a videogame that supported mathematical play with fractions, and I share excerpts of middle school students playing the game to validate the synthesized framework.
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Middle School Students
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Carducci, Annalaura; Casini, Beatrice; Donzelli, Gabriele; Verani, Marco; Bruni, Beatrice; Ceretti, Elisabetta; Zani, Claudia; Carraro, Elisabetta; Bonetta, Sara; Bagordo, Francesco; Grassi, Tiziana; Villarini, Milena; Bonizzoni, Silvia; Zagni, Licia; Gelatti, Umberto – Applied Environmental Education and Communication, 2016
One of the objectives of the MAPEC-Life project is raising children's awareness on air quality and its health effects. To achieve this goal, we designed didactic tools for primary school students, including leaflets with more information for teachers, a cartoon, and three educational videogames. The tools were then tested with 266 children who…
Descriptors: Hazardous Materials, Sanitation, Health Promotion, Consciousness Raising
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Saito, Kazuya; Hanzawa, Keiko; Petrova, Katya; Kachlicka, Magdalena; Suzukida, Yui; Tierney, Adam – Language Learning, 2022
Scholars have extensively investigated the effectiveness of high variability phonetic training (HVPT), that is, identification and discrimination of second language speech sounds produced by multiple speakers followed by trial-by-trial feedback. Building on the notion of incidental and multimodal learning in cognitive psychology (e.g., Lim &…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
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Abrams, Sandra Schamroth; Rowsell, Jennifer; Merchant, Guy – Teachers College Record, 2017
Background: Research into digital practices and cultures repeatedly calls attention to the complexity of communication spaces and meaning-making practices. With the blurring of boundaries between online and offline, these entangled practices involve the interweaving of human, material, semiotic, and discursive practices. Purpose: This introductory…
Descriptors: Simulated Environment, Computer Simulation, Video Games, Play
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Recabarren, Matías; Corvalán, Benjamín; Villegas, Montserrat – Interactive Learning Environments, 2023
Studies have shown that the application of gamification has positive effects on motivation and learning. However, various meta-studies indicate that there is high volatility in the published results. The purpose of this study is to analyze whether the student's activity as gamers is related to these differences. A comparative study was conducted…
Descriptors: Video Games, Gamification, Student Motivation, Individual Differences
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Pretelín-Ricárdez, Angel; Sacristán, Ana Isabel – Informatics in Education, 2015
We present some results of an ongoing research project where university engineering students were asked to construct videogames involving the use of physical systems models. The objective is to help them identify and understand the elements and concepts involved in the modelling process. That is, we use game design as a constructionist approach…
Descriptors: Video Games, Engineering Education, College Students, Design
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Dahya, Negin; Jenson, Jennifer; Fong, Katrina – Review of Education, Pedagogy & Cultural Studies, 2017
Few studies compare educational programming designed on principles of inclusive pedagogy and feminist practice for both girls and boys. Broadly defined, inclusive pedagogy refers to theory and practice in education that is adaptable and responsive to the intersections of difference (class, race, culture, gender, sexuality, ability) and aims to…
Descriptors: Video Games, Gender Differences, Feminism, Teaching Methods
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Williams-Pierce, Caro; Thevenow-Harrison, Jordan T. – Journal of the Learning Sciences, 2021
Most research on mathematical play and learning is focused on early childhood. This study examines how mathematical play and learning manifest in older children in a mathematical videogame designed by the first author, "Rolly's Adventure." We examined how players experienced mathematical play as they played "Rolly's Adventure,"…
Descriptors: Mathematics Education, Play, Video Games, Failure
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Abrams, Sandra Schamroth; Lammers, Jayne C. – Teachers College Record, 2017
Background: Focusing on ways a common endeavor brings people together, Gee offered the concept of affinity spaces, which suggests that open participation without exclusion or membership is possible. This theory contrasts with Lave and Wenger's communities of practice, which called attention to situated, hierarchical participatory practices.…
Descriptors: Group Dynamics, Video Games, Interpersonal Attraction, Communities of Practice
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Ehret, Christian; Ehret, Lea; Low, Bronwen; Ciklovan, Luka – British Journal of Educational Technology, 2019
This paper presents data from the first six-months of an ongoing speculative design project in which youth and researchers co-created a videogame club, and later an eSports team, in an urban youth centre in Montréal, Québec. It describes how process philosophy informed researchers' approach to speculative design, allowing youth and researchers to…
Descriptors: Youth Clubs, Design, Urban Youth, Foreign Countries
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