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Articles 1 - 30 of 33
Full-Text Articles in Education
Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut
Gamification Of Speech Therapy With Pronunciation Pal, Parker Zbylut
Theses/Capstones/Creative Projects
This capstone report examines the theory and implementation behind applying game design principles to educational applications, and explores their implementation in an educational game through the Pronunciation Pal application. The gamification of learning tools aims to increase learners' engagement and attentiveness with a subject by restructuring content using game design principles of challenges, rewards and feedback. Feedback can be delivered via visuals and/or sounds, as well as regular indicators of player progress and accomplishment. In addition, a successful game implementation establishes challenges to facilitate a player's intrinsic desire to continue playing and improving at the skills presented by the game. …
Youth Literacy And Social Practices In A Gaming Club, Abdul R. Siddiqui
Youth Literacy And Social Practices In A Gaming Club, Abdul R. Siddiqui
Theses and Dissertations
One of the growing phenomena of our digital age is the proliferation of digital fan spaces (Gee, 2018). Dedicated to a specific fandom or activity, these spaces have allowed participants to play competitively, share videos with each other, create fanfiction, provide feedback to one another and engage in a host of literacies around something they share an affinity for (Black, 2009; Gee, 2017a). Through advances in technology, access to multiple tools and highly specialized knowledge of specific subjects, youth can now create communities in online spaces where they can engage in complex activities with their friends and fellow gamers without …
Beyond The Surface: A Novel In-Game Behavioral Observation Matrix To Assess Video Game Expertise, Sam A. Leif
Beyond The Surface: A Novel In-Game Behavioral Observation Matrix To Assess Video Game Expertise, Sam A. Leif
UNLV Theses, Dissertations, Professional Papers, and Capstones
In the evolving landscape of gaming, a need for reliable methods to differentiate expertise levels among players has emerged. This study defines experts by their exceptional skills, domain-specific knowledge, and successful application of these attributes in complex situations. Unlike conventional methods that rely on self-reported experience for expertise stratification, this research proposes a shift towards systematic behavioral observation for a more reliable assessment of expertise. The Model of Domain Learning (MDL) facilitates empirical differentiation between novice, competent, and expert categories, allowing for appropriate stratification. Drawing from digital proxemics theory and adapted from the behavioral assessment matrix used by McCreery and …
College Esports: Grassroots Hobby Turned Unregulated Industry, Grace Ann Alexander
College Esports: Grassroots Hobby Turned Unregulated Industry, Grace Ann Alexander
Honors Theses
When traditional sports teams formed on college campuses, it took decades before they looked anything like college sports teams do today. College football is noted as beginning in 1869 (Parlier, 2022), NCAA formed in 1906, and the NCAA Division I Football Bowl Subdivision launched in 1978 (NCAA, 2023). In 2009, one of the first recorded college esports matches took place. In 2014, Robert Morris Universty started the first varsity-level college esports program. Now, there are an estimated 500 college esports programs amassing thousands of student participants. It took decades, if not a century, for college football to achieve these numbers. …
Gaming To Learn Genetics, Sarah Wolfe
Gaming To Learn Genetics, Sarah Wolfe
Undergraduate Honors Thesis Projects
Digital game-based learning is an alternative to traditional lecture learning. It involves active engagement with concepts in a digital game setting and can apply to a variety of subjects, including STEM fields. We examined this type of learning in the context of an undergraduate introductory genetics course: specifically, use of a genetics video game for teaching. There were two groups: an experimental group that played the genetics game Geniventure, and a control group that read and studied Powerpoint lecture slides. Both groups took a pretest and posttest, as well as completed an I/D (interest/deprivation) scale and workload scale. There …
How Geek Therapy Plays Into Expressive Arts Therapy: A Literature Review, Caroline Bryan
How Geek Therapy Plays Into Expressive Arts Therapy: A Literature Review, Caroline Bryan
Expressive Therapies Capstone Theses
Within this paper, I explore how geek therapy plays well with the methods of expressive arts therapy. The combination of geek therapy and expressive arts therapy can assist clinicians in immediately connecting with their clients and identifying strength-oriented narratives that honor the client’s preferences, modes of expression, and pop culture affinities. This engagement with expressive approaches utilizing affinity-based interventions can lead to a deeper sense of understanding of the client’s intra-, inter-, and extra-personal relationships. Through this literature review of expressive arts therapy and geek therapy, primarily focusing on video games in therapy, clinicians from all walks of life can …
Reading With Joysticks: Video Games In The English Language Arts Classroom, Wesley Wingert
Reading With Joysticks: Video Games In The English Language Arts Classroom, Wesley Wingert
All Graduate Theses, Dissertations, and Other Capstone Projects
This paper examines the new literary format of video games and argues that video games can be studied as their own text in the English Language Arts classroom through the lenses of film theory, narratology, and ludology. In order to be precise, the paper offers explicit connections to each of the reading and writing standards supplied by the Common Core State Standards. The paper then suggests that video games as literature can offer opportunities and skills beyond what traditional literature can, including problem solving and communication skills. Next, the paper lays out a framework to be used in order to …
Video Games And Their Potential As Literacy Tools, Jessica Reich
Video Games And Their Potential As Literacy Tools, Jessica Reich
University Honors Program Senior Projects
Video games are an essential part of emergent popular culture, with millions playing games every day. With how popular gaming has become, it is logical to research its full potential as a literacy tool both inside and outside the classroom. This thesis contributes to the discussion of the importance and potential of video games as a literacy tool that can be utilized educationally and through gaming at home. This thesis includes a section for gaming definitions, a literature review on research on video games and their impact on education and literacy skill development, a discussion of video game narratives, and …
Mathematical Literacy And Video Games, Craig Carrigee
Mathematical Literacy And Video Games, Craig Carrigee
Dissertations
Mathematical literacy refers to the ability of a person to be able to comprehend and conceptualize real-world data and mathematical situations to make informed decisions. Minimal research exists compared to the explosion of video games available to the public over the past two decades. This study investigates the relationships between playing video games and the ability of a person to answer real-world questions about mathematics as well as the person’s attitude toward mathematics, including their self-confidence, perceived value, enjoyment, and motivation. Previous studies have shown mixed results related to the influence of playing video games on cognitive math ability, but …
Towards A Critical Game Based Pedagogy, Justin K. Egan
Towards A Critical Game Based Pedagogy, Justin K. Egan
Cal Poly Humboldt theses and projects
This thesis outlines and examines core concepts of game-based learning as identified by James Paul Gee, and Kurt Squire, among other scholars. These findings are then connected to the contemporary, transformative threshold concepts of composition—as explored in Naming What We Know. This connection seeks to argue game-based pedagogy may be an invaluable tool for introducing critical perspectives to composition students in order to better equip them with critical thinking strategies and cultural critiques, while improving their writing skills. A theoretical framework is presented in the form of four “Pillars” of a Critical Game-Based Pedagogy: Literacy, Identity, Social Learning, and Multimodality—all …
Early-Childhood Computer-Based Testing: Effects Of A Digital Literacy Intervention On Student Confidence And Performance, Benjamin-David Christopher Legrand
Early-Childhood Computer-Based Testing: Effects Of A Digital Literacy Intervention On Student Confidence And Performance, Benjamin-David Christopher Legrand
Electronic Thesis and Dissertation
Early-childhood digital students grow up in a fast-evolving age of technology requiring them to use and create with technologies and demonstrate core content knowledge. Although third grade students are mandated to master a new language of standardized testing, a large percentage must also learn a language of technology to complete new computer-based tests to measure content mastery. Krashen (1982) defines high affective filter as negative emotional/motivational factors interfering with understanding and cognition. This high affective filter reduces confidence and negatively impacts measuring content mastery on new computerbased tests. Two third grade classrooms at a high-poverty metropolitan school participated in a …
A Curriculum For Improving Chinese Elementary School Students' Listening Comprehension Skills Through Video Games, Ming Cheng
Master's Projects and Capstones
English has been a compulsory subject in Grades 3-9 in China since 2010, English is also a compulsory subject at the secondary level and widely used at the postsecondary level as well. However, Chinese English teachers spend more time teaching English grammar and vocabulary translation while ignoring the instruction of listening and speaking. The importance of teaching listening has been ignored while listening skill is primary to the acquisition of the other language skills. Chinese students’ incompetence of listening and speaking has become a common phenomenon. Also, due to the exam-oriented education system in China, students are under intense pressure, …
Video Games And Virtual Reality As Classroom Literature: Thoughts, Experiences, And Learning With 8th Grade Middle School Students, Miles M. Harvey
Video Games And Virtual Reality As Classroom Literature: Thoughts, Experiences, And Learning With 8th Grade Middle School Students, Miles M. Harvey
Language, Literacy, and Sociocultural Studies ETDs
This qualitative study utilized video games and virtual reality in an eighth-grade public middle school media literacy elective classroom in which the head researcher was also the official teacher for the students in the study. The nineteen students and their teacher used video games in small groups for five consecutive weeks. The teacher and nineteen students recorded data about their thoughts, experiences, and learning as they played in the classroom. Students responded to open-ended reader-response questions about their experiences after playing video games each day for forty-five minutes. Students reflected about their experiences in a thought journal. The teacher responded …
Fostering Foreign Language Learning Through Game Design, Brooke Elyse Tybush
Fostering Foreign Language Learning Through Game Design, Brooke Elyse Tybush
Masters Theses
This paper explores the effect of game design on foreign language acquisition through a French language game design project. The approach to language learning that this project explored touched on various L2 theories including the CLT approach, the multilingual approach, and the multiliteracies approach. The design aspect of the project served to create an interest-driven learning environment in which students could combine their academic and professional interests with language. This combination led to the development of a French language-learning game titled Bonne Chance, which is now a working product played by students at the University of Tennessee. The purpose …
Not Created Equal: The Effectiveness Of Two Types Of Educational Computer Games, Timothy Brent Dedeaux
Not Created Equal: The Effectiveness Of Two Types Of Educational Computer Games, Timothy Brent Dedeaux
Dissertations
The purpose of the study is to compare two types of educational video games based on Malone’s (1984) theory of challenge, curiosity, and fantasy. The participants were 136 students from a community college in the southeastern United States. The study used a quantitative approach with participants randomly divided into two groups, one playing each of the two games. Participants were given a brief introduction to a list of French phrases and words, took a pre-test, played the selected game, and then took a post-test to assess content knowledge gain. Brockmyer et al.’s (2009) Game Engagement Questionnaire was used to assess …
A Resource Website For Game-Based Learning, Gerald Phillips
A Resource Website For Game-Based Learning, Gerald Phillips
Master of Education in Instructional Design and Technology Plan II Graduate Projects
Motivation is a huge factor in the success of students at all ages, especially in this fast paced technological world we live in. So - what motivates people to learn? Better yet, what, plain and simply, motivates people? Digital and non-digital games have a strong grasp on the attention of people across the world. They provide competition and mental stimulation that many people just cannot find in reality. Games engage players in unique problem solving situations, let them explore and satisfy curiosity, and connect players around the world who otherwise would never meet. Every achievement offers a reward and increase …
Constructing Negotiated Meaning And Knowledge For The Sol Y Agua Project's Role-Playing Adventure Game Focused On Sustainability Problems In The El Paso-Rio Grande Area, Claudia Chihiro Santiago
Constructing Negotiated Meaning And Knowledge For The Sol Y Agua Project's Role-Playing Adventure Game Focused On Sustainability Problems In The El Paso-Rio Grande Area, Claudia Chihiro Santiago
Open Access Theses & Dissertations
Video games that address environmental sustainability issues could engage students. However, video games make simplifications and establish idealistic expectations that do not resemble real life sustainability challenges and settings. Game developers and scholars believe that depicting the complexity of the real world could help video games become effective educational tools. They call for additional procedures that incorporate information from actual settings and real life situations. Furthermore, scholars have argued that video games addressing sustainability issues can be improved or made more meaningful with the participation of youth from underrepresented populations, e.g., Latinos. The Sol y Agua project at The University …
Teaching Critical Media Literacy Through Videogame Creation In Scratch Programming, Elizabeth Anne Gregg
Teaching Critical Media Literacy Through Videogame Creation In Scratch Programming, Elizabeth Anne Gregg
LMU/LLS Theses and Dissertations
Critical media literacy (Kellner & Share, 2005) may better equip children to interpret videogame content and to create games that are nonviolent and socially just. Videogames are growing in popularity in classrooms. Yet educators and parents have concerns about the violent and stereotypical content they include. An earlier study based on the curriculum Beyond Blame: Challenging Violence in the Media (Webb, Martin, Afifi, & Kraus, 2009) examined the value of a media awareness curriculum. In this mixed-method study, I explored the effectiveness of a critical media literacy program that incorporated collaboratively creating nonviolent or sociallyjust games in teaching fourth-grade students …
Critical Experiential Learning And Rhetorical Interventions In New Media Ecologies, Jennifer Niester-Mika
Critical Experiential Learning And Rhetorical Interventions In New Media Ecologies, Jennifer Niester-Mika
Wayne State University Dissertations
This dissertation puts into conversation new media and network theories with the philosophical writings of John Dewey to reconstruct a more relevant and current approach to critical pedagogy that takes into account the shift in socioeconomic power as we move into a control society comprised of immaterial labor. My chapters tackle three different critical pedagogy dilemmas: the neglect of affect, agency in late-capitalism, and critical literacy in new media ecologies. Each chapter defines the dilemma, offers a theoretical response, and details a possible pedagogical application for the composition classroom.
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Electronic Theses and Dissertations
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - …
Leaving In The Past: The Role History Plays In Video Games, Joseph Fordham
Leaving In The Past: The Role History Plays In Video Games, Joseph Fordham
Electronic Theses and Dissertations
How can something considered by many within academia as childish or a waste of time be potentially useful in presenting or even studying history? Not only has the video game industry grown into one of the largest forms of media in the world, but these games are also finding use as a training aid for the military and major companies, as an advertising medium, and, most importantly, as a tool for teaching. As developmental capabilities improve with new generations of graphics hardware, video games are turning towards the recreation of real-world and historical events. This drive towards realism and accuracy …
Serious Game Design Principles: The Impact Of Game Design On Learning Outcomes, Michael W. Martin
Serious Game Design Principles: The Impact Of Game Design On Learning Outcomes, Michael W. Martin
Computational Modeling & Simulation Engineering Theses & Dissertations
This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will …
The Effect Of Civics-Based Video Games On Middle School Students' Civic Engagement, John Charles Pagnotti Jr
The Effect Of Civics-Based Video Games On Middle School Students' Civic Engagement, John Charles Pagnotti Jr
Electronic Theses and Dissertations
Democratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of participation, they also need to be trained in the processes of mind (Dewey, 1916; 1927). Educational systems in this country have been the traditional place where democratic training has been vested …
The Effect Of Problem-Solving Video Games On The Science Reasoning Skills Of College Students, Tina Marie Fanetti
The Effect Of Problem-Solving Video Games On The Science Reasoning Skills Of College Students, Tina Marie Fanetti
Dissertations
As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving …
There’S An App For That: Foreign Language Learning Through Mobile- And Social Media-Based Video Games, Trenton Edward Hoy
There’S An App For That: Foreign Language Learning Through Mobile- And Social Media-Based Video Games, Trenton Edward Hoy
Masters Theses
There is no doubt that the video game industry is undergoing a major upheaval, yet in spite of the recent reconceptualization of video games, educational games as a whole remain the pariah of the industry. Very little has been done in the wake of recent social and industry trends to adapt instruction of academic subjects, especially foreign language, for delivery through video games. Prior studies discussing the potential of games developed specifically for language learning have focused primarily on general principles and have offered no recommendations for platform, genre, or other aspects of design. Through an online survey as well …
Mario Math With Millennials: The Impact Of Playing The Nintendo Ds On Student Achievement, Adam Gelman
Mario Math With Millennials: The Impact Of Playing The Nintendo Ds On Student Achievement, Adam Gelman
Electronic Theses and Dissertations
One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage learners. This quantitative study examined the impact of Brain Age 2 for the Nintendo DS on seventh grade achievement in math and on student attitude towards school. A sample of eighty seventh graders from the same school played the Nintendo DS daily for …
Impact Of Golf Video Games On Teaching Golf In Physical Education, Ann Pohira-Vieth
Impact Of Golf Video Games On Teaching Golf In Physical Education, Ann Pohira-Vieth
Dissertations
Although technology has become an integral part of many classrooms across the country, the incorporation of technology through the use of video games in physical education is also becoming a mainstay in multiple school districts. In West Virginia public schools, Dance Dance Revolution (DDR) has entered the physical education classrooms as a way to help curb obesity (“Study Shows Video,” 2008). Schools in Arkansas, Missouri and Hawaii have also followed suit by adding DDR to the physical education curriculum (Gallaway & Lauson, 2006). Even though the incorporation of video games into educational programs is becoming more prevalent, there is a …
Comparison Of Learning Experiences And Outcomes Between A Serious Game-Based And Non-Game-Based Online American History Course, Taryn Hess
Electronic Theses and Dissertations
The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push …
From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century, Christina Kapp
From Shadowmourne To Folk Art Articulating A Vision Of Elearning For The 21st Century, Christina Kapp
Electronic Theses and Dissertations
This study examines mass-market applications for some of the many theories of eLearning and blended learning, focusing most closely on a period from 2000-2010. It establishes a state of the union for K-12 immersive eLearning environments by using in-depth cases studies of five major mass-market, educational, and community-education based products—Gaia Online, Poptropica, Quest Atlantis, Dimenxian/Dimension U, and Folkvine. Investigating these models calls into play not only the voices of traditional academic and usability research, but also the ad hoc voices of the players, commentators, developers, and bloggers. These are the people who speak to the community of these sites, and …
A Study Assessing The Influence Of Computer Simulation Video Games On Student Motivation And Learning When They Are Used As Part Of Social Studies Pedagogy, Bernadette D. Coyle
A Study Assessing The Influence Of Computer Simulation Video Games On Student Motivation And Learning When They Are Used As Part Of Social Studies Pedagogy, Bernadette D. Coyle
Seton Hall University Dissertations and Theses (ETDs)
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