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Baek, Youngkyun; Touati, Achraf – Journal of Educational Computing Research, 2020
This article reports an empirical study that explores gender differences in both cooperative and collaborative social gaming in relation to achievements and attitudes. Another aim was to compare students' game attitudes, feelings toward group work, and achievements in cooperative versus collaborative digital game-based learning environments. One…
Descriptors: Foreign Countries, Elementary School Students, Games, Play
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Sun, Dan; Ouyang, Fan; Li, Yan; Chen, Hongyu – Journal of Educational Computing Research, 2021
Pair programming is a collaborative learning mode to foster novice learners' computer programming. Previous empirical research has reported contrasting conclusions about the effect of pair programming on student learning. To further understand students' pair programming, this study uses a mixed method to analyze three contrasting pairs'…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Junior High School Students
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Wang, Chung-Hsiang; Wu, Ko-Chiu; Tsau, Saiau-Yue – Journal of Educational Computing Research, 2019
The aim of this study was to design a digital game that imparts the concept of urban heat island effects to aid in environmental education. Within the play-time limits, gamers must be alert to signs of warning from the environment and keep the balance between economic growth and the temperature of the environment, so they can safely manage the…
Descriptors: Instructional Design, Educational Games, Marketing, Environmental Education
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Wang, Xianhui; Xing, Wanli – Journal of Educational Computing Research, 2022
This study explored youth with Autism Spectrum Disorder (ASD) learning social competence in the context of innovative 3D virtual learning environment and the effects of gaming as a central element of the learning experience. The empirical study retrospectively compared the social interactions of 11 adolescents with ASD in game-and nongame-based 3D…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Competence, Social Development
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Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
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Yang, Shu Ching; Huang, Chiao Ling – Journal of Educational Computing Research, 2013
This study aimed to validate a systematic instrument to measure online players' motivations for playing online games (MPOG) and examine how the interplay of differential motivations impacts young gamers' self-concept and life adaptation. Confirmatory factor analysis determined that a hierarchical model with a two-factor structure of…
Descriptors: Structural Equation Models, Computer Games, Self Concept, Adjustment (to Environment)