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DiCerbo, Kristen E. – Educational Technology & Society, 2014
Interest in 21st century skills has brought concomitant interest in ways to teach and measure them. Games hold promise in these areas, but much of their potential has yet to be proven, and there are few examples of how to use the rich data from games to make inferences about players' knowledge, skills, and attributes. This article builds an…
Descriptors: Persistence, Evaluation Methods, Data Collection, Measurement Techniques
Garner, Emily J.; Harman, Marsha J.; Bruce, A. Jerry – Journal on School Educational Technology, 2008
The purpose of this investigation was to ascertain the effectiveness of Captain's Log, a computerized cognitive-training program designed to improve attention and reduce impulsivity. Participants consisted of 48 children in third through sixth grades, nominated by teachers for classroom behavior that interfered with their learning. Students were…
Descriptors: Grade 3, Grade 4, Grade 5, Grade 6