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Pellerin, Martine – Research-publishing.net, 2020
The paper examines how the game Minecraft can be used as a new digital learning environment in the context of second language teaching and learning. It explores how the concepts of digital space and digital place within the new 3D digital environment can contribute to reshaping the language learners' experience and promote greater engagement in…
Descriptors: Second Language Instruction, Second Language Learning, Elementary School Students, French
Sedig, Kamran; Haworth, Robert – Bulletin of Science, Technology & Society, 2012
Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…
Descriptors: Foreign Countries, Design, Toys, Methods
Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
Johnson, Genevieve M. – Canadian Journal of Learning and Technology, 2007
Four hundred five college students completed a questionnaire that assessed patterns of Internet use. Results describe college students, with rare exception, as Internet users. The vast majority of college students frequently communicate online and access websites. While an Internet game experience is typical, relatively few college students are…
Descriptors: College Students, Internet, Computer Use, Use Studies

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