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Showing 1 to 15 of 28 results Save | Export
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Ali Soyoof; Michelle M. Neumann; Barry Lee Reynolds; Afsheen Rezai; Ali Ibrahim Can Gözüm – Education and Information Technologies, 2025
Previous studies have shown that demographic factors can influence parental mediation strategies during children's digital gameplay. However, little is known about maternal and paternal mediation in Iranian families. This study examined the relationship between maternal and paternal mediation (restrictive, active, viewing, technical, and…
Descriptors: Foreign Countries, Parent Role, Computer Use, Computer Games
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Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
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Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games
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Gloria Concepcion Tenorio-Sepulveda; Katherine del Pilar Muñoz-Ortiz; Maria Soledad Ramirez-Montoya – Journal of Social Studies Education Research, 2025
Computational thinking (CT) is an indispensable higher-order competency in our complex, digitalized era; its development in students can be an effective tool for societal problem-solving. This research aimed to use an escape room to develop students' computational thinking using challenges oriented toward Sustainable Development Goal (SDG) 7 of…
Descriptors: Computation, Thinking Skills, Problem Solving, Game Based Learning
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Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
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Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
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Crocetta, Tânia Brusque; Guarnieri, Regiani; Massetti, Thaís; da Silva, Talita Dias; de Almeida Barbosa, Renata Thaís; Ferreira de Lima Antão, Jennifer Yohanna; de Abreu, Luiz Carlos; Monteiro, Carlos Bandeira de Mello – Measurement in Physical Education and Exercise Science, 2019
The coincidence-anticipation timing (CAT) task assesses one facet of cognitive and motor performance and is used to understand the human visuo-motor system involved in intercepting the moving object. To assess the test-retest reliability and the concurrent validity in the "Bridge Games" package (Bridge) developed to assess the CAT task,…
Descriptors: Computer Games, Perceptual Motor Coordination, Test Reliability, Validity
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Arini, Rhea L.; Wiggs, Luci; Kenward, Ben – Developmental Psychology, 2021
Although children enact third-party punishment, at least in response to harm and fairness violations, much remains unknown about this behavior. We investigated the tendency to make the punishment fit the crime in terms of moral domain; developmental patterns across moral domains; the effects of audience and descriptive norm violations; and…
Descriptors: Punishment, Ethics, Moral Values, Audiences
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Hazar, Zekihan – Asian Journal of Education and Training, 2019
The aim of this study is to investigate the relationship between digital game addiction and the motivation for digital game-playing, and to develop suggestions towards the solution of the research problem through the relationship between these two concepts. The study is designed according to the quantitative research method and the relational…
Descriptors: Computer Games, Addictive Behavior, Motivation, Elementary School Students
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Sayi, Aysin Kaplan; Sahin, Filiz – Pegem Journal of Education and Instruction, 2021
Internet and games can have some adverse effects if used unconsciously. Especially for gifted students, internet and games can be risky and result in addiction due to their cognitive and social characteristics. Since the game and internet addiction conduce to social problems as well. In this vein, the purpose of the study is to examine the…
Descriptors: Academically Gifted, Internet, Computer Games, Addictive Behavior
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Turgut, Murat; Yasar, Onur Mutlu – Asian Journal of Education and Training, 2019
Digital gaming involves all kinds of activities, both individually and as a team, in an online or offline environment through an electronic device. It is stated that the age of playing digital games has decreased to 5-6 years. The aim of this study is to investigate the motivation of students in different faculties of Kastamonu University to play…
Descriptors: Computer Games, Student Motivation, College Students, Play
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Israel-Fishelson, Rotem; Hershkovitz, Arnon – Journal of Educational Computing Research, 2020
Persistence has proven to be a great challenge in online learning environments. Gaming and interactivity have been suggested as essential features in reducing dropout and increasing persistence in online learning. Yet in interactive game-based learning environments, persistence in moving forward in the game may come at the expense of investing in…
Descriptors: Game Based Learning, Elementary School Students, Thinking Skills, Persistence
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Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
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Pinquart, Martin; Block, Helena – International Journal of Developmental Science, 2020
The experiment analyzed reactions of 115 first- to fourth-graders after realizing that they performed worse than they expected in a computer game. Based on the VIOLEX model of expectation violation, we assessed immunization against achievement feedback, assimilation (striving to increase performance), and accommodation (willingness for expectation…
Descriptors: Coping, Expectation, Defense Mechanisms, Student Reaction
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Navarro-Martinez, Oscar; Peña-Acuña, Beatriz – Journal of New Approaches in Educational Research, 2022
In the last two decades, the great technological advances sweeping society have made inroads into the educational sphere. The use of information and communication technology and social networks has opened up new possibilities for student learning, which require appropriate treatment by family and teachers. This quantitative study takes a new…
Descriptors: Information Technology, Social Networks, Correlation, Academic Achievement
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