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Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
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Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
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Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
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Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Shu-Han; Chao, Po-Yao – Educational Technology & Society, 2014
In a classroom, obtaining active, whole-focused, and engaging learning results from a design is often difficult. In this study, we propose a self-observation model that employs an instinctive interface for classroom active learning. Students can communicate with virtual avatars in the vertical screen and can react naturally according to the…
Descriptors: Models, Active Learning, Computer Uses in Education, Computer Interfaces
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Yang, Tzu-Chi; Hwang, Gwo-Jen; Yang, Stephen Jen-Hwa – Educational Technology & Society, 2013
In this study, an adaptive learning system is developed by taking multiple dimensions of personalized features into account. A personalized presentation module is proposed for developing adaptive learning systems based on the field dependent/independent cognitive style model and the eight dimensions of Felder-Silverman's learning style. An…
Descriptors: Cognitive Style, Experimental Groups, Control Groups, Cognitive Ability
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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Simonson, Michael, Ed.; Crawford, Margaret, Ed. – Association for Educational Communications and Technology, 2006
For the twenty-ninth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Orlando, Florida. The Proceedings of AECT's Convention are published in two…
Descriptors: Research and Development, Professional Associations, Educational Technology, Teacher Educators