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Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
Butler, Deirdre; Brown, Mark; Críosta, Gar Mac – International Association for Development of the Information Society, 2016
This paper describes a unique project known as MindRising Games. It reports how the innovative use of Minecraft™ combined with the principles of mindfulness and meaningful learning contributed to rich digital story telling. MindRising Games was a competition, which was part of the 100-year commemoration of the Easter Rising, designed to celebrate…
Descriptors: Metacognition, Learning, Competition, Story Telling
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Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
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Godwin-Jones, Robert – Language Learning & Technology, 2019
In the 20th anniversary issue of this journal, Reinders and White (2016) describe the relationship between computer-assisted language learning (CALL) and autonomy as having become "both more complex and more promising" (p. 143). This is, they assert, in large part due to the rise of informal language learning online, with an accompanying…
Descriptors: Second Language Learning, Computer Assisted Instruction, Second Language Instruction, Independent Study
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O'Reilly, Gary; Coyle, David; Tunney, Conall – International Journal of Game-Based Learning, 2016
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Descriptors: Buddhism, Computer Games, Metacognition, Relaxation Training