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Lee, Yong-Kwan – Youth & Society, 2022
This study examined allocation of adolescents' free time differs depending on financial and spatial availability by exploiting the exogenous change on the school day. Using Korea Time Use Survey data, I found that adolescents allocate free time created by Saturday without school to mainly leisure activities. I also found that adolescents' private…
Descriptors: Foreign Countries, Adolescents, Leisure Time, Student Behavior
Hanemann, Ulrike, Ed.; Krolak, Lisa, Ed. – UNESCO Institute for Lifelong Learning, 2017
This publication demonstrates the potential of dynamic literate environments and the importance of nurturing a culture of reading and writing, examining four different contexts: digital environments, intergenerational settings, community libraries and prisons. The case studies, from UNESCO's Effective Literacy and Numeracy Practices Database…
Descriptors: Foreign Countries, Literacy, Intergenerational Programs, Public Libraries
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Vrasidas, Charalambos; Solomou, Maria – Educational Media International, 2013
The purpose of this research was to examine the affordances and opportunities from using online games in teacher professional development. Following an educational design research approach, we developed an environment to provide opportunities for in-service teachers to engage in-game-based activities. Our work presented in this manuscript was of…
Descriptors: Computer Games, Inservice Teacher Education, Computer Uses in Education, Student Attitudes
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Amenyo, John-Thones – Journal of Educational Computing Research, 2012
Carefully engineered playable games can serve as vehicles for students and practitioners to learn and explore the programming of advanced computer architectures to execute applications, such as high performance computing (HPC) and complex, inter-networked, distributed systems. The article presents families of playable games that are grounded in…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Programming
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Cleland, Deborah; Dray, Anne; Perez, Pascal; Cruz-Trinidad, Annabelle; Geronimo, Rollan – Simulation & Gaming, 2012
REEFGAME is a computer-assisted role-playing game that explores the interactions among management strategies, livelihood options, and ecological degradation in subsistence fishing communities. The tool has been successfully used in the Philippines and a variety of student workshops. In the field, REEFGAME operated as a two-way learning tool,…
Descriptors: Foreign Countries, Marine Biology, Marine Education, Sustainable Development