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

2. A Look into the Confidence Levels of Screenagers

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

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

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

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

7. The Relationship between School Happiness and Digital Game Addiction

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

32. Interventions for Health Promotion and Obesity Prevention for Children and Adolescents with Developmental Disabilities: A Systematic Review

33. Cyberloafing in the Online Synchronous Lessons: Exploring Variables Associated with University Students' Cyberloafing Behaviors

34. Tracking the Cognitive Band in an Open-Ended Task

35. Environmental Correlates of Physical Activity and Screen-Time in Youth with Autism Spectrum Disorder: A Seven-Country Observational Study

36. Digital Media and Secondary Education Students: Inclusion or Exclusion?

37. Transforming Teachers' Self-Narratives about Game-Based Learning

38. Dependence on Video Games as a Predictor of Aggression in Adolescents from Eastern Lima during Confinement Due to COVID-19

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

40. Narrative World Building: Creative Applications for Gamification in Study Abroad

41. Does Home Media Use Predict Preschoolers' Skill Gains? A Time Diary Study

42. Investigation of the Roles of Social Media and Game Addictions in Adolescent Parent Conflict

43. Parental Perceptions of Electronic Media Use by Children with Attention Deficit Hyperactivity Disorder and Non-Referred Children in Greece

44. High School Students' Video Game Involvement and Their English Language Learning Motivation: A Correlation Study

45. Democratising the Design of Educational Games for Social Change: An Approach Based on Critical Pedagogy

46. The Effects of Electronic Games on Students' Academic Achievement in the United Arab Emirates from a Parental Perspective

47. The Reality of Applying Educational Electronic Games from Elementary School Teachers' Viewpoint

48. Designing a Transmedia Educational Process in Non-Formal Education: Considerations from Families, Children, Adolescents, and Practitioners

49. Mediating Effect of Digital Addiction on the Relationship between Academic Motivation and Life Satisfaction in University Students

50. Classification of Video Games Bachelor's Curricula

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