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Articles 1 - 30 of 60
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. …
Efficacy Indicators For Ict Addiction Prevention: A Case Study Of Clickeando, Amparo Luján-Barrera, Lydia Cervera-Ortiz, Mariano Chóliz- Montañés
Efficacy Indicators For Ict Addiction Prevention: A Case Study Of Clickeando, Amparo Luján-Barrera, Lydia Cervera-Ortiz, Mariano Chóliz- Montañés
Revista Española de Pedagogía
No abstract provided.
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 …
Instructional Systems Design And The Diffusion And Adoption Of Technology: (Volume 1), Miguel Ramlatchan (Author & Editor), Mark Parsons (Author), Meghan Soldani (Author), Josie Joswick Mendoza (Author), Maria Satre (Author), Brittany Spitz (Author), Jasmine Bundy (Author), Amanda Kline (Author)
Instructional Systems Design And The Diffusion And Adoption Of Technology: (Volume 1), Miguel Ramlatchan (Author & Editor), Mark Parsons (Author), Meghan Soldani (Author), Josie Joswick Mendoza (Author), Maria Satre (Author), Brittany Spitz (Author), Jasmine Bundy (Author), Amanda Kline (Author)
Distance Learning Faculty & Staff Books
Instructional designers, instructional systems designers, and other educational technologists are, by their nature, innovators. These professionals apply and extend the applied science of learning, systems, communication, and instructional design theory to help students learn. Technology in some capacity is used to make the connections between subject matter experts, teachers, instructors, and their learners. It is common for instructional designers to seek new tools, techniques, and innovations for the improvement of learning, access, quality, and student satisfaction. However, the adoption and diffusion of new educational technology and innovation is a complex process that depends on many variables. Understanding these processes and …
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 …
A Metacognitive Approach To Video Game Coaching, Timothy Brian Nuryadi
A Metacognitive Approach To Video Game Coaching, Timothy Brian Nuryadi
Critical and Creative Thinking Capstones Collection
This synthesis paper details my journey as an action researcher to evaluate the role of metacognition in acquiring, maintaining, and extending performance in the online video game Team Fight Tactics (TFT). Metacognitive skills contribute towards optimizing practice and strategic adaptability, which are fundamentals for improving performance in TFT. As a TFT coach, I created a theoretical model for video game coaching that focuses on developing metacognitive skills as a mean to improve TFT performance. This metacognitive approach to coaching is the intervention in my action research project that will be evaluated. I found that my model was able to help …
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 …
Gaming & Faith, Sarah Moss
The Oregon Trail Is A Loop: Video Games And The Rebuilding Of Racist Structures In Education, Sam Pietsch
The Oregon Trail Is A Loop: Video Games And The Rebuilding Of Racist Structures In Education, Sam Pietsch
Race and Pedagogy Journal: Teaching and Learning for Justice
In the latter half of the 20th century, American public education underwent sweeping changes that not only remade oppressive structures but reconfigured the underlying ideologies that served as the foundation for systemic oppression since this country’s inception. Conceptions of race, racial subjectivity, and neoliberal capitalism as it relates to education mutated over this period, looping the progressive trail blazed by the Civil Rights movement back onto itself. The story of the Minnesota Educational Computing Consortium (MECC) serves as a coherent narrative that tracks how institutional reconfiguration of race (demonstrated through the games they authored) entwined with the privatization of …
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 …
Are Laws And Regulation Necessary For Microtransactions And Loot Boxes?, Zachary Jamison
Are Laws And Regulation Necessary For Microtransactions And Loot Boxes?, Zachary Jamison
Fall Student Research Symposium 2021
As more video games are advertised and released, they include more uses and forms of microtransactions and gambling. Microtransactions are where you can spend money for a virtual currency inside the game that you can then use to buy in game items and cosmetics. Through the use of advertising these skins, cosmetics, and other items, they prey on the desires of children that want something that looks “cool” or “amazing.” Indulging in these circumstances can lead into gambling problems and can even cause mental health issues. While adults can also suffer from these issues, it is more prevalent in emerging …
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 …
The Health Benefits Of Video Games, Zachary Shanks
The Health Benefits Of Video Games, Zachary Shanks
Emerging Writers
This paper seeks to evaluate if video games are useful as more than just entertainment. The research shows that they can be utilized in the educational, medical, and business fields. Video Games have been shown to benefit the physical, emotional, and mental health of players, as well as create more efficient learning and working environments. The article argues that video games are no longer just a source of entertainment, as they are now becoming useful tools in society.
Tagtmeier, Daniel - Covid-19 Journal, Daniel Tagtmeier
Tagtmeier, Daniel - Covid-19 Journal, Daniel Tagtmeier
Personal Journals
EIU student, Daniel Tagtmeier writes about the effect of the pandemic on his learning and homelife, particularly his relationship with his grandmother and the inability to see her in the early stages of the pandemic.
Early Adolescents' Perceptions And Attitudes Towards Gender Representations In Video Games, Helen Liu
Early Adolescents' Perceptions And Attitudes Towards Gender Representations In Video Games, Helen Liu
Journal of Media Literacy Education
This study investigated adolescents’ perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study’s conceptual framework encompassed social cognitive theory, gender schema theory, and cultivation theory. Findings suggest that gender representation in video games does influence the majority of participants’ notions of gender. However, there are differences between how males and females’ approach, interpret, and respond to this type of media. Findings also showcased that evidence of …
Dark Ride: Disneyland. Using Educational Games For Critical Media Literacy Education, Benjamin Thevenin
Dark Ride: Disneyland. Using Educational Games For Critical Media Literacy Education, Benjamin Thevenin
Journal of Media Literacy Education
This article describes Dark Ride: Disneyland - a mobile game that encourages Disneyland guests to critically consider Disney’s representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and its development in relation to concepts including media as public pedagogy, critical inquiries of place, critical and creative media literacy, creative production as research, and educational videogames. It reviews the project’s objective to foster critical reflection and creativity among those involved in developing the game and hopefully to extend media literacy education …
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 …
Gaming In The Gilded Age, Brian Mullgardt
Gaming In The Gilded Age, Brian Mullgardt
The Councilor: A National Journal of the Social Studies
This article presents both a lesson on and research about using a video game to teach history, specifically the game Railroad Tycoon 3 and its use in teaching about the Gilded Age.
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
What Does Playing Games Teach Us About A Student's Ethical Life?, Robert Mccloud, Tamara Luarasi
What Does Playing Games Teach Us About A Student's Ethical Life?, Robert Mccloud, Tamara Luarasi
WCBT Faculty Publications
Most of our students play video games. A substantial percentage of our students is required to take a computer ethics course before graduation. Both ACM and ABET require some form of computer ethics. This paper addresses gaming ethics as a subset of the computer ethics course. Specifically it considers the case of Grand Theft Auto (GTA), one of the most successful and most criticized game franchises. Through interviews with computer science students the study looks at mainstream reaction to GTA and finds that computer science students, probably one of the more sophisticated groups of gamers, have sometimes surprising ethical views …
The Social And Emotional Components Of Gaming. A Response To “The Challenge Of Gaming For Democratic Education”, Ellen Middaugh
The Social And Emotional Components Of Gaming. A Response To “The Challenge Of Gaming For Democratic Education”, Ellen Middaugh
Democracy and Education
This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students’ emotional responses to issues and other people, sense of internal efficacy, and social connectedness.
The Challenges Of Gaming For Democratic Education: The Case Of Icivics, Jeremy Stoddard, Angela M. Banks, Christine Nemacheck, Elizabeth Wenska
The Challenges Of Gaming For Democratic Education: The Case Of Icivics, Jeremy Stoddard, Angela M. Banks, Christine Nemacheck, Elizabeth Wenska
Democracy and Education
Video games are the most recent technological advancement to be viewed as an educational panacea and a force for democracy. However, this medium has particular affordances and constraints as a tool for democratic education in educational environments. This paper presents results from a study of the design and content of four iCivics games and their potential to meet the goals of democratic education. Specifically, we focus on the games as designed experiences, the nature and accuracy of the content, and the nature of intellectual engagement in the games. We find that the games, while easily accessible and aligned with standardized …
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 …