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Marcus Wolfe – ProQuest LLC, 2024
This qualitative study examines how playing levels of a fraction-themed videogame impacts students' thinking. The research question answered is: What do students' gestures reveal about the degree to which their thinking is embodied as they play a videogame that is constructed via a grounded metaphor for mathematical knowledge. Four soon-to-be…
Descriptors: College Bound Students, College Freshmen, Universities, Mathematics Education
Daniel J. Mills; Jeremy S. White – Turkish Online Journal of Educational Technology - TOJET, 2024
The researchers examined the relationship between informal digital gameplay and learner profiles in two Japanese private universities. Seventy-eight participants responded to 59 items on a digital questionnaire that consisted of four sections: 1) Learner Profiles, 2) Digital Game Usage, 3) Open-Responses, and 4) Demographics. The results of the…
Descriptors: Influence of Technology, Private Colleges, Foreign Countries, Game Based Learning
Tsyganova, Larisa V.; Zubkova, Yana V.; Bystrova, Natalia V.; Kutepova, Lyubov I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational…
Descriptors: College Students, Student Motivation, Technology Uses in Education, Influence of Technology
Orji, Fidelia A.; Vassileva, Julita; Greer, Jim – International Journal of Artificial Intelligence in Education, 2021
Persuasive Technologies (PT) are computational methods, strategies, and design techniques, grounded in social psychology to change user attitudes/behaviours. PTs have been applied in diverse areas, such as eCommerce, health, workplace, vehicles, urban and ambient environments. A kind of PT that has become popular in eLearning is known under the…
Descriptors: Intervention, Program Effectiveness, Learner Engagement, Class Size
Krouska, Akrivi; Troussas, Christos; Sgouropoulou, Cleo – Education and Information Technologies, 2022
The closure of educational institutions due to the COVID-19 pandemic leads imperatively to the utilization of technological advances and the Internet for enabling the continuity of learning. To this direction, Mobile Game-based Learning (MGbL) can be beneficial to teaching and learning; since, from technological perspective, most students prefer…
Descriptors: Game Based Learning, Electronic Learning, COVID-19, Pandemics