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427 results on '"*VIDEO games"'

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1. Digital Game-Based Learning's Effectiveness on EFL Learners' Receptive and Productive Vocabulary Knowledge

2. The Construction of Gamer Identity in Narratives about Video Game Playing and Formal Education Learning Experiences

3. Out-of-School Language Learning through Digital Gaming: A Case Study from an Activity Theory Perspective

4. Violent Online Game Contact and Academic Procrastination: A Moderated Mediation Model

5. Does Screen Media Hurt Young Children's Social Development? Longitudinal Associations between Parental Engagement, Children's Screen Time, and Their Social Competence

6. Children's Peer Rejection Trajectories and Internet Gaming Addiction: A Five-Wave Growth Mixture Model

7. The Detrimental Effects of Mobile Game Addiction on Chinese Primary School Students and Possible Interventions

8. Psychological Applications and Trends 2021

9. Early Motor Development in China: Secular Trends among 4-Year-Olds

10. Effects of a Two-Tier Test Strategy on Students' Digital Game-Based Learning Performances and Flow Experience in Environmental Education

11. Students' Perceptions of the Use of Kahoot! in English as a Foreign Language Classroom Learning Context

12. Prompting Self-Explanation during or after Playing Educational Games

13. Evaluation of Interactive Game-Based Learning in Physics Domain

14. Making Public Policy Fun: How Political Aspects and Policy Issues Are Found in Video Games

15. Exploring the Adoption of Social Media in Self-Paced Physical Activity in Early Childhood Education: A Case in Central China

16. Relationship between SES and Preschoolers' Sociality: The Mediating Effect of Household Screen Media Experience

17. Is the Digitalization of Play Technological Mutation or Digital Evolution?

18. Towards Understanding Young Children's Digital Lives in China and Australia

19. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in Digital Age (14th, Vilamoura, Algarve, Portugal, October 18-20, 2017)

20. Using Community of Inquiry to Scaffold Language Learning in Out-of-School Gaming: A Case Study

21. The International Society for the Social Studies Annual Conference Proceedings (Orlando, Florida, February 25-26, 2016) Volume 2016, Issue 1

22. Bibliographic Review of the Flipped Classroom Model in High School: A Look from the Technological Tools

23. A Longitudinal Study of Link between Exposure to Violent Video Games and Aggression in Chinese Adolescents: The Mediating Role of Moral Disengagement

24. Proceedings of the International Association for Development of the Information Society (IADIS) International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA) (Fort Worth, Texas, October 22-24, 2013)

25. Annual Proceedings of Selected Research and Development Papers Presented at the Annual Convention of the Association for Educational Communications and Technology (35th, Louisville, Kentucky, 2012). Volume 2

26. The U.S.-China E-Language Project: A Study of a Gaming Approach to English Language Learning for Middle School Students

27. Annual Proceedings of Selected Papers on the Practice of Educational Communications and Technology Presented at the Annual Convention of the Association for Educational Communications and Technology (33rd, Anaheim, California, 2010). Volume 2

28. How Career and Technical Education Can Jump-Start a New Industry: Chinese Government Turns to Career-Focused Schools in Maryland for Video Game Industry Training

29. Exploring Chinese Youth's Internet Usage and Cyberbullying Behaviors and Their Relationship

30. Media and Education in the Digital Age: Concepts, Assessments, Subversions

31. On a Quest for English

32. The (unlocated) in-game gender performativity in contemporary China: exploring gender swapping practices in the online game sphere.

33. Video Game Time and Psychosocial Well-being in Chinese Children: the Mediating Role of Self-Esteem.

34. An exploration of gendered differences in cognitive, motivational and emotional aspects of game‐based math learning.

35. Do psychological distress and digital sports influence the willingness to take the vaccine and precautionary saving? Empirical evidence from Shanghai.

36. Competitive Video Game Exposure Increases Aggression Through Impulsivity in Chinese Adolescents: Evidence From a Multi-Method Study.

37. Longitudinal Relationships Between School Climate, Academic Achievement, and Gaming Disorder Symptoms Among Chinese Adolescents.

38. Disciplining the online class: Control and resistance of rural students in China during the COVID-19 pandemic.

39. The relationship between video games and social–emotional delay in Chinese rural preschoolers: A comparison of five types of media.

40. Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic.

41. The Role of Self-Esteem in Protecting Against Cyber-Victimization and Gaming Disorder Symptoms Among Adolescents: A Temporal Dynamics Analysis.

42. Analyzing the "Intrusiveness" and "Destructiveness" of Different Types of Game Cheating Programs.

43. Relation Between Child Psychological Maltreatment Profiles and Problematic Online Behaviors Among Chinese College Students.

44. Politics of fun and participatory censorship: China's reception of Animal Crossing: New Horizons.

45. Debating the "Chineseness" of a mobile game in online communities.

46. Cooperation with Strangers: Spillover of Community Norms.

47. Effectiveness of an integrated motivational cognitive--behavioral group intervention for adolescents with gaming disorder: a randomized controlled trial.

48. Social control and self-control: factors linking exposure to domestic violence and adolescents' Internet gaming addiction.

49. Disrupted dynamic network reconfiguration of the executive and reward networks in internet gaming disorder.

50. The roles of moral sensitivity and father presence on the relationship between violent video game exposure and aggression among left‐behind adolescents.

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