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Showing 1 to 15 of 20 results Save | Export
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Filippas, Alexandros; Xinogalos, Stelios – Education and Information Technologies, 2023
Serious games (SGs) about Chemistry have the potential to cope with challenges, such as students' low performance and lack of motivation for the subject. However, the majority of existing SGs for Chemistry have the form of educational applications infused with some elements of entertaining games. The aim of the study presented was to design and…
Descriptors: Educational Games, Science Education, Chemistry, Computer Oriented Programs
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Jon-Chao Hong; Kai-Hsin Tai; Tzu-Yu Tai – Journal of Computer Assisted Learning, 2024
Background: This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of…
Descriptors: Electronic Learning, Computer Oriented Programs, Audience Response Systems, Second Language Learning
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Wommer, Fernanda Gabriela Bitencourt; Sepel, Lenira Maria Nunes; Loreto, Elgion Lucio Silva – Research in Science & Technological Education, 2023
Background: Gamification is the use of game design elements, such as rules of play, point scoring and competition, in a non-game context, in learning activities. We designed a game, based on the famous augmented reality game "Pokémon GO," called Insects GO in which players should capture images of real insects with their mobile phones.…
Descriptors: Gamification, Entomology, Middle School Students, Student Attitudes
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Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
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Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
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de Souza, Renata Torres Mattos P.; Kasseboehmer, Ana Cla´udia – Journal of Chemical Education, 2022
This paper reports the development of a digital escape room for high school students using Genially, a web-based media platform. The escape room was used to aid understanding of basic concepts in chemistry and mostly enhance students' classes participation during the COVID-19 pandemic. The activity entitled "The thalidomide mystery"…
Descriptors: Science Education, Secondary School Science, Educational Games, High School Students
Bailey, Sean D. – ProQuest LLC, 2017
An ever-growing trend in education is the integration of mobile devices in the school setting, especially considering the abundance of research available on BYOD (Bring Your Own Device). Not surprisingly, a common concern found is the lack of student interest in educational applications. This capstone reports a summary of the research, design, and…
Descriptors: Educational Games, Handheld Devices, Technology Integration, Computer Oriented Programs
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Sanchez, Eric; Young, Shawn; Jouneau-Sion, Caroline – Education and Information Technologies, 2017
In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using "Classcraft," a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers' classroom management needs. Our results come from two experiments…
Descriptors: Classroom Techniques, Computer Oriented Programs, Role Playing, Secondary School Teachers
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Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications
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Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
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Pombo, Lúcia; Marques, Margarida M. – International Association for Development of the Information Society, 2019
Mobile devices are being intensively used by the Portuguese youth in their daily life, but not in school activities. Despite this gap, research shows that technology can promote student learning in non-high education contexts. This paper comprises a survey study where mobile learning is analyzed through the eyes of 244 students attending the 2nd…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
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Norton, Anderson; Boyce, Steven; Hatch, Jennifer – Mathematics Teaching in the Middle School, 2015
In general, units coordination refers to the relationships that students can maintain between various units when working within a numerical situation. It is critical that middle school students learn to coordinate three levels of units not only because of their importance in understanding fractions but also because of their implications for…
Descriptors: Mathematics Education, Computer Oriented Programs, Algebra, Fractions
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Pombo, Lúcia; Marques, Margarida Morais – International Association for Development of the Information Society, 2018
Augmented Reality (AR) technology and games can enhance motivation for learning. When combined with mobile devices, AR technology can promote authentic learning in outdoor environments, such as urban parks. These spaces can be used for Science Education, particularly, for environmental education and nature conservation. The EduPARK project…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Games
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Muhammet Demirbilek Ed.; Mahmut Sami Ozturk Ed.; Mevlut Unal Ed. – International Society for Technology, Education, and Science, 2023
"Proceedings of International Conference on Studies in Education and Social Sciences" includes full papers presented at the International Conference on Studies in Education and Social Sciences (ICSES) which took place on October 20-23, 2023, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to…
Descriptors: Conferences (Gatherings), International Cooperation, Education, Social Sciences
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Sánchez, Inmaculada Arnedillo, Ed.; Isaias, Pedro, Ed.; Ravesteijn, Pascal, Ed.; Ongena, Guido, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the 15th International Conference on Mobile Learning 2019, which was organised by the International Association for Development of the Information Society and co-organised by the University of Applied Sciences, in Utrecht, The Netherlands, April 11-13, 2019. The Mobile Learning 2019 Conference…
Descriptors: Electronic Learning, Educational Research, Learning Analytics, Internet
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