Artificial intelligence and new technologies in inclusive education for minority students: a systematic review

SZ Salas-Pilco, K Xiao, J Oshima - Sustainability, 2022 - mdpi.com
Artificial intelligence (AI) and new technologies are having a pervasive impact on modern
societies and communities. Given the potential of these new technologies to transform the …

Digital inequalities 2.0: Legacy inequalities in the information age

L Robinson, J Schulz, G Blank, M Ragnedda, H Ono… - First Monday, 2020 - ora.ox.ac.uk
2020 marks the 25th anniversary of the “digital divide.” Although a quarter century has
passed, legacy digital inequalities continue, and emergent digital inequalities are …

Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review

Y Gui, Z Cai, Y Yang, L Kong, X Fan, RH Tai - International Journal of …, 2023 - Springer
Digital educational games exhibit substantial promise in advancing STEM education.
Nevertheless, the empirical evidence on both the efficacy of digital game-based learning …

Examining various risk factors as the predictors of gifted and non-gifted high school students' online game addiction

HY Durak, EK Demirhan, M Citil - Computers & Education, 2022 - Elsevier
This study aims to determine the risk factors that predict online game addiction of gifted and
non-gifted high school students. The causal comparison research model was used in this …

Understanding highly engaged adolescent gamers: Integration of gaming into daily life and motivation to play video games

J Razum, A Huić - Behaviour & information technology, 2024 - Taylor & Francis
It is assumed that many adolescent gamers who play intensively are highly engaged rather
than problematic gamers and that they mostly do not experience negative consequences …

[HTML][HTML] Defining digital game-based learning for science, technology, engineering, and mathematics: a new perspective on design and developmental research

SA Ishak, R Din, UA Hasran - Journal of medical Internet research, 2021 - jmir.org
In the modern age, digital games are widely used as informal media for Science,
Technology, Engineering, and Mathematics (STEM) education and medical therapy for …

Affordances and constraints of integrating esports into higher education from the perspectives of students and teachers: An ecological systems approach

Y Zhong, K Guo, SKW Chu - Education and Information Technologies, 2024 - Springer
This study aimed to investigate the perceived affordances of incorporating esports into
higher education using an ecological systems approach that examined the multiple factors …

A qualitative analysis of the educational value of commercial video games

S Reyes-de-Cózar, C Ramírez-Moreno… - Education …, 2022 - mdpi.com
Video games have evolved from a mere object of consumption to a cultural artifact of our
time. Each cultural milieu is connected to the dominant technologies of its time, and video …

Beyond play: conceptualising the capability of a good digital game to stimulate interest in STEM

SA Ishak, R Din, UA Hasran - International Journal of Learning …, 2021 - ijlter.myres.net
Digital games are one of the potential pedagogical approaches within STEM teaching and
learning. The main idea behind using digital games in STEM contexts is to enhance the …

Rethinking the ideology of using digital games to increase individual interest in STEM

SA Ishak, R Din, N Othman, S Gabarre, UA Hasran - Sustainability, 2022 - mdpi.com
Using games to teach science, technology, engineering, and mathematics (STEM) can
enhance the quality of education. The idea of using digital games to increase individual …