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Schrader, Peter G.; Carroll, Mark C.; McCreery, Michael P.; Head, Danielle L. – Journal of Educational Computing Research, 2020
Researchers have called for additional empirical studies associated with video games. However, every game is novel in terms of mechanics, content, context, and agency; known variables may be operationalized differently based on the game involved. It is incumbent upon researchers to leverage or create the best tools when extracting data from games.…
Descriptors: Man Machine Systems, Social Media, Computer Games, Discussion Groups
Hazar, Zekihan – Journal of Education and Training Studies, 2019
The purpose of this research is to review the level of children's digital game playing addiction and to evaluate their opinions on the parents playing digital games. In the 2017-2018 academic year, the students of the Sehit Ramazan Konus secondary school affiliated to the Nigde Provincial Directorate of National Education constitute the universe…
Descriptors: Addictive Behavior, Parents, Video Games, Computer Games
Du, Jie; Wimmer, Hayden; Rada, Roy – Information Systems Education Journal, 2018
This study investigates the delivery of the "Hour of Code" tutorials to college students. The college students who participated in this study were surveyed about their opinion of the Hour of Code. First, the students' comments were discussed. Next, a content analysis of the offered tutorials highlights their reliance on visual…
Descriptors: College Students, Tutorial Programs, Student Surveys, Computer Games
Durak, Gürhan; Cankaya, Serkan; Yünkül, Eyup; Taylan, Ufuk; Erten, Emine; Akpinar, Sükran – Online Submission, 2017
The purpose of this study was to investigate the influence of a game called Wild Web Woods (WWW) designed by the European Council for safe Internet use on secondary school students' safe Internet use. In line with this purpose, for the purpose of determining the students' awareness of safe Internet use, a total of 504 students from different…
Descriptors: Computer Games, Secondary School Students, Foreign Countries, Questionnaires
Seah, Erik Tiong Wee; Kaufman, David; Sauvé, Louise; Zhang, Fan – Journal of Educational Computing Research, 2018
This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and…
Descriptors: Mixed Methods Research, Older Adults, Computer Games, Computer Simulation
Arantes do Amaral, João Alberto; Hess, Aurélio – International Journal of Instruction, 2018
In this article, we discuss the ripple effects of the WEBSIM FISHBANKS Simulation Laboratory held at Federal University of Sao Paulo (UNIFESP) in 2014, held as a result of a partnership between the Sloan School of Management of the Massachusetts Institute of Technology, the UNIFESP, and the Brazilian Chapter of the System Dynamics Society of…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Laboratories
García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
Kermani, Hengameh – Malaysian Journal of Learning and Instruction, 2017
Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Elementary School Mathematics
Callaghan, M. N.; Long, J. J.; van Es, E. A.; Reich, S. M.; Rutherford, T. – Journal of Computer Assisted Learning, 2018
As more attention is placed on designing digital educational games to align with schools' academic aims (e.g., Common Core), questions arise regarding how professional development (PD) may support teachers' using games for instruction and how such integration might impact students' achievement. This study seeks to (a) understand how teachers use…
Descriptors: Computer Games, Teaching Methods, Computer Assisted Instruction, Faculty Development
Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
Machado, Lisiane; Klein, Amarolinda Zanela; Freitas, Angilberto; Schlemmer, Eliane; Pedron, Cristiane Drebes – International Journal of Information and Communication Technology Education, 2016
In this research, the authors present a framework for developing Intercultural Competence (IC) and use Tridimensional Digital Virtual Worlds (3DVW) as environments for developing Intercultural Competence. They developed an artifact, via Design Research, constituted by an educational method using the 3DVW Second Life® as the place for a virtual…
Descriptors: Teaching Methods, Cultural Awareness, Computer Simulation, Intercultural Communication
Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
Beavis, Catherine; Rowan, Leonie; Dezuanni, Michael; McGillivray, Christie; O'Mara, Joanne; Prestridge, Sarah; Stieler-Hunt, Colleen; Thompson, Roberta; Zagami, Jason – E-Learning and Digital Media, 2014
Teachers' beliefs about what it is (or is not) possible to achieve with digital games in educational contexts will inevitably influence the decisions that they make about how, when, and for what specific purposes they will bring these games into their classrooms. They play a crucial role in both shaping and responding to the complex contextual…
Descriptors: Educational Games, Computer Games, Video Games, Mixed Methods Research
Annansingh, Fenio; Veli, Thomas – Interactive Technology and Smart Education, 2016
Purpose: This paper aims to investigate children interaction in cyberspace and their use of Web 2.0 technologies. It sought their perception of internet risks as well as their knowledge and experience with electronic safety (e-safety) measures. It also considered parents', teachers' and other stakeholders' perception of internet risks, e-safety…
Descriptors: Internet, Child Safety, Web 2.0 Technologies, Attitude Measures
Yong, Su-Ting – International Journal of Virtual and Personal Learning Environments, 2017
The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach was employed in which quantitative surveys [174 students] and qualitative interviews [eight students, eight parents and six teachers] were administered concurrently. Data…
Descriptors: Gender Differences, Technological Literacy, Educational Technology, Technology Uses in Education