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Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
Bullard, Jessica L. – ProQuest LLC, 2023
The advent of the Digital Age has brought with it the pervasive influx of technology, which has influenced every aspect of life, including that of the educational realm. The purpose of this study was to determine whether a connection exists between prolonged or frequent exposure to technology, specifically via smartphone usage, and issues such as…
Descriptors: Addictive Behavior, Telecommunications, Handheld Devices, Religious Schools
Marbán, José M.; Mulenga, Eddie M. – International Journal of Technology in Education, 2022
The presence of social media platforms in secondary students? daily life is growing on but it may appear difficult to know which ones are more convenient for academia, particularly among secondary school pupils who are commonly substantial internet-based life clients. This study seeks to understand Zambian pupils' profiles of social media usage,…
Descriptors: Social Media, Secondary School Students, Grade 11, Grade 12
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation