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Full-Text Articles in Education
Transforming From Addicted Video Gamer To Doctoral Candidate: An Autoethnographic Reflection, Xiao Hu Dr., Hongzhi Zhang Dr
Transforming From Addicted Video Gamer To Doctoral Candidate: An Autoethnographic Reflection, Xiao Hu Dr., Hongzhi Zhang Dr
The Qualitative Report
Video game addiction has become a significant concern in many countries with the development of the digital entertainment industry. Researchers have devoted their efforts to understanding the causes of video game addiction and seeking solutions and treatment approaches to help reduce the addictive problem. Similar to the worldwide situation, video game addiction issues are also a major socio-cultural problem in China. Although qualitative and quantitative research methods have been used in video game addiction studies, current research still follows the model of collecting data from objective participants and then analysing it. Contrarily, there is a lack of first-person empirical data …
Incorporating Growth Mindsets To Attain Athletic And Academic Success., Michael E. Rutledge Ii
Incorporating Growth Mindsets To Attain Athletic And Academic Success., Michael E. Rutledge Ii
Journal of Research Initiatives
Higher education and intercollegiate athletics promote discovery processes that uncover boundaries of potentials in human development. The research associated with the academic progress of student athletes coincides with the general student population literature in the fact that student athletes also utilize effective study skills and achieve higher GPAs when implementing growth mindset (Joshi et al., 2022). The purpose of this study is to investigate the experiences of student athletes prior to college, through athletic careers, and through graduate school. Qualitative, ethnographic case study research methods rationalized the purpose of this study to advance theory, answer the research questions best, and …
The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad
The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad
International Journal for Research in Education
Abstract
This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …