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Tsai, Shu-Min; Wang, Yaw-Yih; Weng, Chih-Miao – Journal of Education and Learning, 2020
The study explored the relationships between digital games internet addiction, peer relationships, and learning attitudes through questionnaire survey in senior grade of elementary school children in elementary school in Chiayi County. Taking 735 students as the research object, SPSS 22.0 as a quantity research analysis instrument was applied to…
Descriptors: Computer Games, Internet, Addictive Behavior, Peer Relationship
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Alonso-Fernández, Cristina; Martínez-Ortiz, Iván; Caballero, Rafael; Freire, Manuel; Fernández-Manjón, Baltasar – Journal of Computer Assisted Learning, 2020
Serious games have proven to be a powerful tool in education to engage, motivate, and help students learn. However, the change in student knowledge after playing games is usually measured with traditional (paper) prequestionnaires-postquestionnaires. We propose a combination of game learning analytics and data mining techniques to predict…
Descriptors: Case Studies, Teaching Methods, Game Based Learning, Student Motivation
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Skyhar, Candy; Nantais, Michael – BU Journal of Graduate Studies in Education, 2020
Over the past decade, the international (PISA) and national (CMEC Pan-Canadian Assessment), standardized testing results have shown that students in Manitoba have relatively low results in the area of mathematics when compared to the rest of Canada. This article discusses a project that was devised as a means of reaching out to a school community…
Descriptors: Mathematics Activities, Family Programs, College School Cooperation, School Community Programs
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Khanmurzina, Rimma R.; Cherdymova, Elena I.; Guryanova, Tatyana Yu.; Toriia, Rita A.; Sukhodolova, Evgenia M.; Tararina, Larisa I. – Contemporary Educational Technology, 2020
The article considers one of the new social phenomena that have arisen in society, and is currently changing everyday social practices, which are one of the integral parts of the new media - computer games. The problem of the study is conditioned by the fact that computer games are gaining popularity, while increasingly influencing players,…
Descriptors: Computer Games, Play, Skill Development, Interpersonal Relationship
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Marlatt, Rick – Journal of Education, 2020
This article conceptualizes a framework for understanding the discourse and literacy practices generated by players of the video game, Fortnite. As a teacher educator interested in studying how multiliteracies cultivated in social settings can be leveraged toward academic success, my two objectives for this theoretical article are to examine how…
Descriptors: Video Games, Communities of Practice, Multiple Literacies, Reading Comprehension
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Seidel, Sebastian; Bettinger, Patrick; Budke, Alexandra – Education Sciences, 2020
In Germany, 93% of young people between the ages of 10 and 18 play video games daily. Political geography, in particular popular geopolitics, have found that video games can help to establish and develop people's understanding of geopolitics. Consequently, this affects geography education, providing both challenges and opportunities for teaching.…
Descriptors: Video Games, Human Geography, Geography Instruction, Barriers
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Dart, Evan H.; Collier-Meek, Melissa A.; Chambers, Caitlyn; Murphy, Ashley – Psychology in the Schools, 2020
Assessing the degree to which interventions are implemented in school settings is critical to making decisions about student outcomes. School psychologists may not be available to regularly conduct observations of intervention implementation, however, their data may be used alongside other methods for multi-informant assessment. Teacher…
Descriptors: Educational Games, Student Behavior, Behavior Modification, Integrity
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Açikgül, Kübra; Aslaner, Recep – Education and Information Technologies, 2020
The aim of this study is to investigate the effects of GeoGebra Supported Micro Teaching Applications and TPACK Game Practices on the TPACK efficacy and self-efficacy perception levels of the prospective math teachers on polygons. The study was carried out using 2 × 2 factorial design. The study group comprised 88 prospective math teachers. The…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Technological Literacy
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Preuß, Anna Katharina – International Journal of Game-Based Learning, 2020
The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a…
Descriptors: Personality Traits, Motivation, Computer Simulation, Computer Games
Goodwin, Amanda P.; Petscher, Yaacov; Jones, Sara; McFadden, Sara; Reynolds, Dan; Lantos, Tess – Grantee Submission, 2020
The authors describe Monster, PI, which is an app-based, gamified assessment that measures language skills (knowledge of morphology, vocabulary, and syntax) of students in grades 5-8 and provides teachers with interpretable score reports to drive instruction that improves vocabulary, reading, and writing ability. Specifically, the authors describe…
Descriptors: Computer Assisted Testing, Handheld Devices, Language Maintenance, Language Tests
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Stephens de Jonge, Julie; Labrador, Belén – Research-publishing.net, 2020
This paper reports our preliminary observations of a pilot project carried out from February to April 2019 with a group of students learning Spanish at the University of Central Missouri and students learning English at the University of León. The project combines challenging escape room activities with intercultural and interlinguistic…
Descriptors: Critical Thinking, Student Motivation, Computer Simulation, Problem Solving
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Arslan, Okan; Inan, Fethi A.; Moon, Hyunchang; Ozdemir, Yusuf Murat; Uzunosmanoglu, Selin Deniz – Turkish Online Journal of Educational Technology - TOJET, 2022
The purpose of this study is to explore a variety of technologies used in Autism Spectrum Disorder (ASD) education by examining published studies. A systematic literature review was conducted by using the Web of Science database to collect related studies. In total, 100 studies were reviewed comprehensively to investigate the trend regarding type…
Descriptors: Autism, Pervasive Developmental Disorders, Students with Disabilities, Technology Uses in Education
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Couture-Matte, Robin – Canadian Modern Language Review, 2022
The present study explored negotiated interaction with Grade 6 students (age 11-12) engaged in communicative tasks supported by Club Penguin Island, a massively multiplayer online role-playing game (MMORPG). Unlike previous studies on digital games, the present study assessed the use of Club Penguin Island during face-to-face interaction.…
Descriptors: Elementary School Students, Grade 6, Grammar, Second Language Learning
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Travers, Ann; Marchbank, Jennifer; Boulay, Nadine; Jordan, Sharalyn; Reed, Kathleen – Journal of LGBT Youth, 2022
In 2015 the Gender Vectors research team received a major research grant to conduct research with and about transgender youth in the Greater Vancouver Area. A unique aspect of this research project involved combining social action research with the development of a prototype of a video game as a knowledge translation tool to depict the life…
Descriptors: LGBTQ People, Sexual Identity, Foreign Countries, Experience
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Wirth, Astrid; Stadler, Matthias; Annac, Efsun; Niklas, Frank – AERA Online Paper Repository, 2022
The Home Learning Environment (HLE) focuses on everyday learning habits in families to support children's competency development. In this study, we used multitrait-multimethod (MTMM) analyses to compare two theoretical dimensions and three methods for assessing the HLE and their associations with linguistic and mathematical competencies of…
Descriptors: Family Environment, Comparative Analysis, Child Development, Mathematics Skills
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