Results 111 to 120 of about 162,562 (276)
Revisiting video game ratings: Shift from content-centric to parent-centric approach
The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR) information to support their mediation efforts, there are ...
Jiow Hee Jhee +5 more
doaj +1 more source
Abstract All children should have access to quality education through a child‐centred pedagogy. An inclusive, child‐centred pedagogy uses a strength‐based view of children that recognises each child as unique and competent, providing children with multiple opportunities to explore and learn at their own pace.
Katherine Gulliver
wiley +1 more source
You are what you play?: a quantitative study into game design preferences across gender and their interaction with gaming habits [PDF]
Gaming is rapidly gaining popularity as a pastime among women. One explanation for this could be the industry targeting female gamers through specific ‘girl game’ releases.
Courtois, Cédric +3 more
core +2 more sources
AI voice journaling for future language teachers: A path to well‐being through reflective practices
Abstract This study aimed to explore the perceived impact of using an AI‐powered voice journaling app in overcoming the challenges and stressors encountered by senior students enrolled in teaching practicum at an English Language Teaching Bachelor's programme.
Bora Demir, Duygu Özdemir
wiley +1 more source
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
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
Abstract Cooperative learning is a widely adopted teaching method to improve academic achievement. This review synthesises existing research on the use of cooperative learning within a school setting for pupils aged 11–16 years. Such a review has not been undertaken to date and will present an evidence base for educators considering implementation ...
Patricia Hampson +2 more
wiley +1 more source
Player Perspectives: What It Means to Be a Gamer [PDF]
The term gamer has been applied in various, often simplistic ways to anyone who plays video games as a preferred leisure activity. Being heavily value-laden both socially and culturally, the term has spawned fiery debates on a variety of issues ranging ...
Deshbandhu, Aditya
core +1 more source
Harnessing Generative AI for Sustainable Supply Chains: Lean, Circular and Green Perspectives
ABSTRACT Generative artificial intelligence is playing a significant role in the transformation of digital ecosystems by reinventing the processes of content generation, process automation, product innovation and customer experience. At the same time that these technologies are becoming more integrated into routine operations, the focus has shifted to ...
Ashutosh Singh +3 more
wiley +1 more source
Longitudinal follow up of excessive video game players during the COVID-19 pandemic
Introduction: Excessive video gaming is a problem between adolescent. COVID-19 increased this problem during the pandemic. This study aimed to assess how the COVID-19 pandemic influenced the gaming behaviors of adolescents who engaged in excessive video ...
Ozlem Akbulut +4 more
doaj +1 more source

