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Erika Gintere; Martins Iltners; Linda Pavitola – Problems of Education in the 21st Century, 2025
The contagion of COVID-19 and its resulting health consequences, combined with the rapid and unplanned shift to online teaching and learning, profoundly affected various aspects of students' personal and academic lives worldwide. The pandemic disrupted traditional educational systems, altering the way students learn and interact, while also…
Descriptors: Foreign Countries, Secondary School Students, Grade 8, Grade 9
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Meital Amzalag; Dorin Kadusi; Shimon Peretz – Journal of Educational Computing Research, 2024
Abundant research has tried to understand how games can be designed and used effectively to improve the learning process and to examine the correlations between digital learning games and student motivation, engagement, and knowledge retention. The current study examined the correlation between learning through digital game-based learning (DGBL)…
Descriptors: Learner Engagement, Academic Achievement, Game Based Learning, Electronic Learning
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Wang, Xue; Mayer, Richard E.; Zhou, Pu; Lin, Lin – Journal of Educational Psychology, 2021
This study examined the impacts of 2 different graphic organizers (filled-in graphic organizers and interactive graphic organizers) on middle school students' learning processes, outcomes, experiences, and preferences. In Experiment 1, 60 students were assigned to read a short expository passage in 1 of 3 conditions: text-only, filled-in graphic…
Descriptors: Electronic Learning, Instructional Materials, Visual Aids, Instructional Effectiveness
Serim, Ferdi – Jossey-Bass, An Imprint of Wiley, 2012
This comprehensive book offers a practical pathway for developing twenty-first-century skills while simultaneously strengthening content-area learning. "Digital Learning" contains a wealth of research-based practices to integrate the International Society for Technology in Education (ISTE) National Education Technology Standards (NETS) for both…
Descriptors: Video Technology, Student Projects, Active Learning, Educational Technology
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Chase, Catherine C.; Chin, Doris B.; Oppezzo, Marily A.; Schwartz, Daniel L. – Journal of Science Education and Technology, 2009
Betty's Brain is a computer-based learning environment that capitalizes on the social aspects of learning. In Betty's Brain, students instruct a character called a Teachable Agent (TA) which can reason based on how it is taught. Two studies demonstrate the "protege effect": students make greater effort to learn for their TAs than they do…
Descriptors: Learning Activities, Student Motivation, Grade 8, Grade 5
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills