Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 2 |
Descriptor
Computer Games | 2 |
Computer Use | 2 |
Foreign Countries | 2 |
Cognitive Processes | 1 |
College Students | 1 |
Computer Attitudes | 1 |
Computer Mediated… | 1 |
Dating (Social) | 1 |
Design | 1 |
Factor Analysis | 1 |
Internet | 1 |
More ▼ |
Publication Type
Journal Articles | 2 |
Reports - Descriptive | 1 |
Reports - Research | 1 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Canada | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sedig, Kamran; Haworth, Robert – Bulletin of Science, Technology & Society, 2012
Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…
Descriptors: Foreign Countries, Design, Toys, Methods
Johnson, Genevieve M. – Canadian Journal of Learning and Technology, 2007
Four hundred five college students completed a questionnaire that assessed patterns of Internet use. Results describe college students, with rare exception, as Internet users. The vast majority of college students frequently communicate online and access websites. While an Internet game experience is typical, relatively few college students are…
Descriptors: College Students, Internet, Computer Use, Use Studies