NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20260
Since 20250
Since 2022 (last 5 years)2
Since 2017 (last 10 years)5
Since 2007 (last 20 years)12
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Showing all 12 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Fabian Arlt; Hans-Jürgen Arlt – SpringerBriefs in Education, 2023
This interesting book discusses why, as an activity, topic and metaphor, play and game have become an integral part of modern life. Empirically exemplary and theoretically grounded, this book discusses the developments and expansions in gaming, from easily accessible casual games to the galaxy-spanning gaming worlds of Massively Multiplayer Online…
Descriptors: Gamification, Video Games, Computer Games, Artificial Intelligence
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Pil-Jae Moon; Ha-Sung Kong – Journal of Education and e-Learning Research, 2023
This study reviewed educational, aesthetic, entertainment and deviant experiences which are elements of the metaverse experience set them as research variables and presented the results of the study through a survey. First, it was found that the educational experience was statistically significant for safety education satisfaction and had a…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Fire Protection
Peer reviewed Peer reviewed
Direct linkDirect link
Engler, Jennifer N.; Strassle, Carla G.; Steck, Laura W. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2019
Many educators subscribe to poverty myths that can negatively impact teaching practices. This study examined whether poverty simulation participation would lead to sustained changes in poverty attributions and whether these changes would predict subsequent behavioral differences. Participants (n = 161) were educators from three schools in the…
Descriptors: Poverty, Teacher Attitudes, Teacher Behavior, Faculty Development
Peer reviewed Peer reviewed
Direct linkDirect link
Hsu, Wei-Che; Tseng, Ching-Mei; Kang, Shih-Chung – Educational Technology & Society, 2018
Taiwan has long been categorized as a country suffering from water shortages. The acquisition of knowledge and development of the concept of water conservation, and the development water conservation habits, are considered a civic responsibility of the citizens. The purpose of the present study was to utilize an immersive virtual environment…
Descriptors: Foreign Countries, Water, Conservation (Environment), Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
Debeauvais, Thomas – ProQuest LLC, 2016
Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…
Descriptors: Persistence, Mixed Methods Research, Interviews, Online Surveys
Peer reviewed Peer reviewed
Direct linkDirect link
van Dijk, Tom; Spil, Ton; van der Burg, Sanne; Wenzler, Ivo; Dalmolen, Simon – International Journal of Game-Based Learning, 2015
Serious gaming is one of the newest developments in the world of learning and is gaining increasing attention within the business environment. Although many practitioners claim that serious gaming has more impact on demonstrated behaviour of trainees when compared to common presentations, little evidence exists. In this paper, the authors present…
Descriptors: Educational Games, Video Games, Teaching Methods, Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
Wilkerson-Jerde, Michelle Hoda; Wilensky, Uri J. – Journal of the Learning Sciences, 2015
The learning sciences community has made significant progress in understanding how people think and learn about complex systems. But less is known about how people make sense of the quantitative patterns and mathematical formalisms often used to study these systems. In this article, we make a case for attending to and supporting connections…
Descriptors: Statistical Analysis, Behavior, Interviews, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Schonbrodt, Felix D.; Asendorpf, Jens B. – Psychological Assessment, 2011
Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article, the authors introduce…
Descriptors: Psychological Evaluation, Games, Computer Simulation, Simulated Environment
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Graham, Kerrie Lewis – American Journal of Play, 2010
Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…
Descriptors: Computer Games, Computer Simulation, Role Playing, Play
Peer reviewed Peer reviewed
Direct linkDirect link
Saeed, Nauman; Sinnappan, Sukunesan – International Journal of Virtual and Personal Learning Environments, 2013
Second Life is a three dimensional multi-user virtual environment within the Web 2.0 suite of applications which has gained wide spread popularity amongst educators in the recent years. However, limited empirical research has been reported on the adoption of Second Life, especially within higher education. The majority of technology adoption…
Descriptors: Web 2.0 Technologies, Educational Technology, Technology Uses in Education, Higher Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Papadima-Sophocleous, Salomi, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2016
The 23rd EUROCALL conference was held in Cyprus from the 24th to the 27th of August 2016. The theme of the conference this year was "CALL Communities and Culture." It offered a unique opportunity to hear from real-world CALL practitioners on how they practice CALL in their communities, and how the CALL culture has developed in local and…
Descriptors: Conference Papers, Computer Assisted Instruction, Second Language Instruction, English (Second Language)