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Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
Harteis, Christian; Fischer, Christoph; Töniges, Torben; Wrede, Britta – Frontline Learning Research, 2018
Preventing humans from committing errors is a crucial aspect of man-machine interaction and systems of computer assistance. It is a basic implication that those systems need to recognise errors before they occur. This paper reports an exploratory study that utilises eye-tracking technology and automated face recognition in order to analyse test…
Descriptors: Learning Processes, Error Patterns, Error Correction, Eye Movements
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Brazilian Universities: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Saraiva to help inform education leaders in Brazil about significant developments in technologies supporting teaching, learning, and creative inquiry in higher…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technology Integration