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1. The Relationship between Physical Activity Level, Digital Game Addiction, and Academic Success Levels of University Students

2. Interactivity and Identity Impact Learners' Sense of Agency in Virtual Reality Field Trips

3. Investigating the Mediating Role of Digital Game Addiction in the Relationship between Adolescents' School Belonging and Resilience

4. From Gaming to Reality: Effectiveness of Skills Transfer from Competitive Sandbox Gaming Environment to Near and Far Contexts

5. Curiosity, Interest, and Engagement: Unpacking Their Roles in Students' Learning within a Virtual Game Environment

6. A Look into the Confidence Levels of Screenagers

7. Forms of Structuring Space by Linear Algebra Students with Video Games and GeoGebra

8. Emergent Group Understanding: Investigating Intersubjectivity in Sociotechnical Interdependencies

9. Navigating Failure in a Museum-Based Videogame: Convergent and Divergent Mechanisms of Collaboration as Potential Levers for Informal Learning about Climate Change

10. Home Literacy Environment, Digital Media and Vocabulary Development in Preschool Children

11. Adventures with Anxiety: Gender Bias in Using a Digital Game for Teaching Vocational English

12. Examination of Gender-Based Video Game-Playing Classes: Influencing Determinants and Relations to Academic Achievement

13. Commercial Video Games and English Language Skills Development: A Systematic Review

14. Virtual Engineering in Minecraft: Helping Students Visualize and Manipulate the Properties of Materials

15. The Role of Individual Differences in L2 Vocabulary Learning: A Review of Out-of-Class Exposure, Strategic Learning and Motivation

16. Teaching the Metaverse: Applying TPACK to a Multidisciplinary First Year Seminar Course Design

17. A Systematic Review of Game-Based Assessment in Education in the Past Decade

18. Development of a Serious Game as a Natural Hazard Planning Decision Support Tool

19. Gender Perspectives on Educational Contributions to the Study of Video Gaming: A Baseline Feminist Genealogy

20. Effects of Digital Game-Based Learning in STEM Education on Students' Motivation: A Systematic Literature Review

21. The Relationship between School Happiness and Digital Game Addiction

22. The Great Danger in Digital Games: Sexual Abuse and Sympathetic Violence

23. Digital Literacy and Moral Values in the Digital Environments: Secondary Students' Perceptions

24. The Degree of Special Education Teachers' Employment of Electronic Educational Games in Teaching Disabled Students

25. Promoting Cognitive Brain Health and Sustained Attention in Adults and Older Adults through e-Games

26. Relationship between Online Game Addiction and Mental Well-Being of High-School Students during the COVID-19 Pandemic: Implications for Learning and Development

27. The Effects of Digital Game-Based Learning in Technology-Oriented Course: A Case Study in the Biochemistry Department

28. The Relationship among Seventh Grade Students' Participation in Online Games, English Vocabulary Mastery, and Learning Motivation

29. An Investigation of Secondary School Students' Motivation and Addiction Towards Digital Gaming by Age, Gender and Number of Siblings

30. Trash-Talking versus Toxicity: An Analysis of /All Chat Exchanges between Southeast Asian Players of an Online Competitive Game

31. Exploring High School Students' Attitudes towards Digital Game-Based Learning: A Perspective from Indonesia

32. Analytics of Motivational Factors of Educational Video Games: LDA Topic Modeling and the 6 C's Learning Motivation Model

33. Game-Based Learning and Underachieving Students: Replacing the Traditional Paradigm in Montenegro?

34. Family Communication and Bi-Dimensional Student Mental Health in Adolescents: A Serial Mediation through Digital Game Addiction and School Belongingness

35. I Want to Play a Game: Examining Sex Differences in the Effects of Pathological Gaming, Academic Self-Efficacy, and Academic Initiative on Academic Performance in Adolescence

36. A Quasi-Experimental Study on the Advantages of Digital Gamification Using CoSpaces Edu Application in Science Education

37. An Effort to Understand Parents' Media Mediation Roles and Early Childhood Children's Digital Game Addiction Tendency: A Descriptive Correlational Survey Study

38. The Integration of Digital Games in Elementary Schools: The Principals' Point of View

39. AlgoRitmo Literacies in Gaming: Leveraging Chicanx Praxis to Reimagine AI Systems

40. Teaching Information Flow in Supply Chains: A Role-Playing Game Using 'TagScan'

41. Affordances and Constraints of Integrating Esports into Higher Education from the Perspectives of Students and Teachers: An Ecological Systems Approach

42. Examining the Prevalence and Type of Technology-Use in People with Down Syndrome: Perspectives from Parents and Caregivers

43. EFL Special Education Teachers' Perspectives: Evaluating Game-Based Learning for ADHD Behavioral Disorders

44. Associations between ADHD Symptomatology, Motivation for Physical Activity, and Technology Acceptability in Young Adult Women with Obesity

45. Digital Game-Based Inquiry Learning to Improve Eighth Graders' Inquiry Skills in Biology

46. Mindfulness in a Digital Math Learning Game: Insights from Two Randomized Controlled Trials

47. Capturing Self-Regulated Learning Processes in Virtual Reality: Causal Sequencing of Multimodal Data

48. The Impact of Different Uses of the Internet on Students' Performance Progression throughout Primary Education

49. Digital Game-Based Learning: Pedagogical Agent and Feedback Types on Achievement, Flow Experience, and Cognitive Load

50. Understanding the Relationship between Digital Game Addiction, Academic Motivation, Classroom Engagement and Selfishness

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