Results 171 to 180 of about 167,859 (295)

Game Transfer Phenomena in video game playing: a qualitative interview study

open access: yes, 2011
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  

Parental involvement and engagement during COVID‐19 lockdowns: School staff and parents' reflections about children's learning at home

open access: yesBritish Educational Research Journal, EarlyView.
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]

open access: yesPLoS One
Compton SAH   +3 more
europepmc   +1 more source

Design Justice - Accessibility in Video Game Design

open access: yes
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]

open access: yes
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

open access: yesBritish Educational Research Journal, EarlyView.
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

A Framework for Adopting Educational Computer Games in the Undergraduate Courses in Thai Universities for Learning and Teaching

open access: yes, 2012
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  

Beyond standardisation, subjects and syllabi: How primary schools organise for arts richness in an era of curriculum reform

open access: yesBritish Educational Research Journal, EarlyView.
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]

open access: yesInternet Interv
Vera Cruz G   +7 more
europepmc   +1 more source

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