Results 171 to 180 of about 167,859 (295)
Game Transfer Phenomena in video game playing: a qualitative interview study
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and ...
Aronsson, K +3 more
core
Abstract Valuing parental engagement, as part of home–school collaboration, can benefit children's learning. This article focuses on parents and school‐based staff's (N = 120) experiences of children's learning occurring at home during the COVID‐19 lockdowns (2020–2021), both school‐mandated and other learning activities.
Ashley Brett +5 more
wiley +1 more source
Is early childhood exposure a key predictor of adulthood problematic gaming? [PDF]
Compton SAH +3 more
europepmc +1 more source
Design Justice - Accessibility in Video Game Design
This is a coursework for INM317 Design Justice module (2024-2025), MSc Human-Computer Interaction Design, City, St George's, University of London, led by Dr Ernesto Priego.This fanzine explores injustice in video game accessibility. It uses a personal example from the author's family and discusses the barriers people with disabilities face when gaming.
openaire +1 more source
Game-based learning in formal educational contexts : how subject matter experts and game experts could collaborate to design and develop games [PDF]
This doctoral research aimed to investigate how subject matter experts (SMEs) and game experts can collaborate to design and develop games for use in formal educational contexts.
Tan, Wee Hoe
core
Form flows function: Learner‐centered game Re‐design in a STEM classroom
Abstract Re‐designing games facilitates interest‐driven learning and immerses learners in systems thinking. However, there are limited studies exploring how the form and function of tabletop games influence learners' design decisions and learning experiences. To address this gap, we conducted a mixed‐methods study in a STEM classroom in western Canada.
Farzan Baradaran Rahimi +2 more
wiley +1 more source
Using Eye Tracking to Measure Video Game-Assisted Therapy for Improved Visual Outcomes in Pediatric Strabismus: Randomized Control Trial. [PDF]
Klaib AF.
europepmc +1 more source
Computer and video games have been developed into effective tools for educational programmes. However, the question which follows is “Can computer games really become an effective educational tool in the classroom?” Debates and discussions regarding the ...
Rapeepisarn, K.
core
Abstract As England embarks on its first comprehensive curriculum review in fifteen years, this paper offers critical insights from schools that sustained arts‐rich provision despite a policy landscape hostile to creative subjects. Drawing on data from the Researching Arts‐rich Primary Schools (RAPS) project—a mixed‐methods study of 76 arts‐rich ...
Pat Thomson, Christine Hall
wiley +1 more source
Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being. [PDF]
Vera Cruz G +7 more
europepmc +1 more source

