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Hawreliak, Jason; Lemieux, Amélie – Discourse: Studies in the Cultural Politics of Education, 2020
This article explores how principles of multimodality can be effectively incorporated into game analysis in the context of social justice. The authors use a multimodal framework to assist developers, researchers, and educators in better understanding representations of class, race, and gender in videogames. Videogames are multimodal in nature: not…
Descriptors: Semiotics, Social Justice, Social Problems, Social Class
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Yayman, Ebru; Bilgin, Okan – International Journal of Evaluation and Research in Education, 2020
This study examined the relationship between social media addiction, game addiction and family functions in adolescents. Respondent of this study is 762 students studying at four different high schools of the province of Istanbul. In the study, Pearson Moment Correlation Coefficient was found to determine the level of relationships between social…
Descriptors: Social Media, Addictive Behavior, Video Games, Family Relationship
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Bowles, Richard; O'Sullivan, Mary – Discourse: Studies in the Cultural Politics of Education, 2020
Recent studies suggest school communities accept the goods and services of external providers uncritically. Considering the pivotal role played by teachers in curriculum and policy enactment, this paper explores how and why teachers in Ireland advocate for, and engage with, the services and resources of one particular external provider, the Gaelic…
Descriptors: Physical Education, Outsourcing, Elementary School Teachers, Athletic Coaches
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Koupritzioti, Dimitra; Xinogalos, Stelios – Education and Information Technologies, 2020
Serious games or educational games have attracted the interest of instructors and researchers for several years. In the field of education, serious games are being used for motivating students, attracting their interest in cognitively demanding fields and making the teaching and learning process more fun. Moreover, learning through implementing…
Descriptors: Educational Games, Mathematics Activities, Mathematics Education, Programming
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Kolic-Vehovec, Svjetlana; Smojver-Ažic, Sanja; Martinac Dorcic, Tamara; Roncevic Zubkovic, Barbara – Journal of Computer Assisted Learning, 2020
The aim of the study was to test the effectiveness of a serious game in improving the helping behaviours of bystanders in bullying situations by using a multimethod approach. Students (N=345, aged 12 to 14) participated in an experimental study with one experimental and two control groups. Before and after playing the game, all students completed…
Descriptors: Bullying, Educational Games, Behavior Change, Early Adolescents
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Inayah, Arih Afra; Zubaidah, Enny – Journal of Education and Learning (EduLearn), 2020
Thematic learning, especially thematic integrative, basically requires the optimization of the use of varied learning media so that it will help students in understanding the concepts of material which are abstract. Therefore, the use of learning media is important in learning. This study aims to reveal: 1) the eligibility of Dakon-themed game…
Descriptors: Educational Games, Personality Traits, Elementary School Students, Thematic Approach
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Fadhli, Muhibuddin; Brick, Billy; Setyosari, Punaji; Ulfa, Saida; Kuswandi, Dedi – International Journal of Instruction, 2020
A Meta-analysis of selected studies on the effectiveness of gamification method for children. Multiple gamification methods are used to motivate students to improve their learning outcomes. Yet, this method is still very rarely used in learning for children aged 6-10 years. This systematic review and meta-analysis aim to objectively determine the…
Descriptors: Instructional Effectiveness, Teaching Methods, Educational Games, Children
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Collier-Meek, Melissa A.; Fallon, Lindsay M.; DeFouw, Emily R. – Assessment for Effective Intervention, 2020
Treatment fidelity assessment is critical to evaluating the extent to which interventions, such as the Good Behavior Game, are implemented as intended and impact student outcomes. The assessment methods by which treatment fidelity data are collected vary, with direct observation being the most popular and widely recommended. The current study…
Descriptors: Games, Behavior Modification, Program Implementation, Fidelity
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Larson, Kristi – TechTrends: Linking Research and Practice to Improve Learning, 2020
Gamification is the concept of leveraging the psychological predisposition to engage in gaming, using mechanisms that game designers have applied in making video games, as a potential means to make real world activities more engaging. A serious game is a game designed for a primary purpose beyond that of pure entertainment. The influence of games…
Descriptors: Educational Games, Corporate Education, Workplace Learning, Educational Benefits
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Taub, Michelle; Sawyer, Robert; Lester, James; Azevedo, Roger – International Journal of Artificial Intelligence in Education, 2020
The goal of this study was to examine college students' (n = 61) contextualized emotions during in-game actions while playing "Crystal Island," a game-based learning environment where students are tasked with solving the mystery of what illness impacted all island inhabitants. We examined emotions during in-game actions: during book…
Descriptors: Psychological Patterns, Independent Study, Logical Thinking, Game Based Learning
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Beltekin, Enes; Kuyulu, Ihsan – Asian Journal of Education and Training, 2020
The study was performed to examine university students' digital game playing motivation and problem solving skill levels. The research group consists of totally 586 students, 326 male and 260 female study at Bingöl University Physical Education and Sports Academy (PESA), Faculty of Arts and Sciences, and Faculty of Engineering and Architecture…
Descriptors: Computer Games, Motivation, Problem Solving, College Students
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Shaiman, Jennifer M. – Changing English: Studies in Culture and Education, 2020
With the anticipated increase in narrative video games entering the English classroom, the particular features of the genre need added attention. One of these features is the stronger perceived relationship between a player and the character than a reader and a character. While this has benefits for effective storytelling, it also creates the…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, English Instruction
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Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Education and Information Technologies, 2020
The application of gamification to the teaching-learning process across different fields of knowledge constitutes an emerging practice applied across all levels of education, from primary school up to university. This article, in keeping with the importance of the applications of this type of tool, holds the general objective of undertaking the…
Descriptors: Administrator Education, Games, Educational Research, Teaching Methods
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Emihovich, Benjamin; Roque, Nelson; Mason, Justin – International Journal of Game-Based Learning, 2020
In this study, the authors investigated if two distinct types of video gameplay improved undergraduates' problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group). Participants were measured on…
Descriptors: Video Games, Undergraduate Students, Problem Solving, Skill Development
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Ayas, Esra Bayrak – African Educational Research Journal, 2020
In our age, developments in modern technology are so fast that even following up is very difficult. These developments affect every field of daily life as well as affecting the sports field, resulting in new progress in this field. Electronic sports, which is abbreviated as e-sports, is one of these developments. E-sports has also recently…
Descriptors: Athletics, Video Games, Attitude Measures, Measures (Individuals)
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