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Showing 1 to 15 of 24 results Save | Export
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Bernardo Benites de Cerqueira; Andressa Aparecida Garces Gamarra Salem; Caroline de Oliveira Cardoso; Rochele Paz Fonseca; João Batista Mossmann; Débora Nice Ferrari Barbosa – Education and Information Technologies, 2025
Executive Functions are essential for good school performance as well as for the proper development of individuals' socio-affective, vocational, academic, and planning skills. Investigations with digital games aimed at stimulating inhibitory control of the executive functions in the school environment, especially with typically developing children…
Descriptors: Elementary School Students, Grade 3, Grade 4, Pilot Projects
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Faezeh Shabanali Fami; Ali Akbar Arjmandnia; Hadi Moradi; Sharmin Esmaeili Anvar – Education and Information Technologies, 2024
Prior studies have shown the efficacy of computer-based cognitive training programs in improving cognitive and academic functions in children diagnosed with a specific learning disorder (SLD). However, these studies often focused on center-based approaches without considering the involvement of parents or the inclusion of home-based tasks in…
Descriptors: Learning Disabilities, Cognitive Ability, Academic Ability, Intervention
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Troy Meston; Julie Ballangarry; Harry Van Issum; Helen Klieve; Courtney Smith; Tasha Riley – Pedagogy, Culture and Society, 2025
This paper details the 'Deadly Gaming' pilot (DG). DG centred research has been designed to exploit the protective value of Indigenous culture, to nurture translational literacies (e.g., cultural capital, academic confidence, teamwork, problem solving, critical thinking, and 21st century skills) necessary for academic success in an urban…
Descriptors: Indigenous Knowledge, Indigenous Populations, Culturally Relevant Education, Cultural Capital
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Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
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Pauline-Graf, Denise; Mandel, Susan Elaine – International Journal of Educational Methodology, 2019
The surge of learners being immersed in computer game contexts for learning has instigated dialogue about the contextually appropriate collection of reliable and valid data to inform education-based decisions. The purpose of this article is to develop educational practitioners' understanding of preliminary research work, and to inform educational…
Descriptors: Game Based Learning, Computer Games, Best Practices, Intervention
Wu, Yishin Chu – ProQuest LLC, 2018
Bullying is one of the most common yet tolerated forms of violence. "BREAKAWAY" is an educational game purposefully designed to use entertainment-education and digital gaming to help youth around the world to learn about different types of bullying and coping strategies. This dissertation reports the design and results of a pilot study…
Descriptors: Bullying, Educational Games, Computer Games, Coping
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Rahmawati, Anis – Journal of Turkish Science Education, 2018
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process, the current study included such stages as defination, design, expert validation, pilot-test, and dissemination.…
Descriptors: Computer Games, Educational Games, High School Students, Vocational Education
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Billiot, Theresa; Forbes, Lukas P. – Journal of International Education in Business, 2021
Purpose: The purpose of this paper is to use Fink's (2013) taxonomy of significant learning in a retail marketing class to help rural, price-sensitive students develop empathy toward high-end urban customers while becoming self-directed learners. Design/methodology/approach: Using a 16-week pilot course, students developed a gaming prototype and…
Descriptors: Empathy, Learning Processes, Socioeconomic Status, Marketing
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Maria Kikidou; Eleni Griva – International Electronic Journal of Elementary Education, 2023
Content and Language Integrated Learning (CLIL) is an innovative approach which attempts to comprise holistic features, focusing on the meaning and at the same time providing opportunities for purposeful language use (Dalton-Puffer, 2007). Based on the triptych language of learning, language for learning and language through learning- this program…
Descriptors: Greek, English (Second Language), Second Language Learning, Second Language Instruction
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
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Brick, Billy; Cervi-Wilson, Tiziana; Graham, Sean; Tsankov, Tsvetan; Loizou, Michael; Godson, Nina; Ryan, Kelly – Research-publishing.net, 2019
This paper will report on a pilot Virtual Reality (VR) project which repurposes an existing scenario-based VR asset for health sciences. The original scenario aims to prepare health care students for home visits by allowing them to experience a semi-linear conversation with a virtual Non-Player Character (NPC). This provides a safe,…
Descriptors: Multilingualism, Italian, Second Language Learning, Second Language Instruction
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Bossavit, B.; Parsons, S. – Journal of Computer Assisted Learning, 2018
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic-based educational game that was co-designed with and for young people with ASD.…
Descriptors: Autism, Outcomes of Education, Computer Games, Teaching Methods
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
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Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
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Cervi-Wilson, Tiziana; Brick, Billy – Research-publishing.net, 2018
Recent developments in mobile technologies have increased the ways in which languages can be learnt, both within and beyond the classroom. Whereas the use of mobile technologies seems to challenge traditional knowledge and skills acquisition, research shows that foreign language study can be enriched through easy access to resources selected to…
Descriptors: Computer Oriented Programs, Italian, Second Language Learning, Handheld Devices
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