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Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
Uluay, Gulsah; Dogan, Alev – Universal Journal of Educational Research, 2016
The main purpose of the study is to introduce Kodu Game Lab that is created by Microsoft as an example for technology integration into learning process to pre-service science teachers with MAGDAIRE framework. The participants were in a special teaching methods course at a university in Turkey during the fall 2015 semester. Mix method research…
Descriptors: Preservice Teachers, Technology Integration, Computer Games, Science Activities

Pillay, Hitendra – Journal of Research on Technology in Education, 2002
This exploratory study investigated the influence of two recreational computer games on children's subsequent performance on computer-based instructional tasks. Examined speed, correct solutions, and cognitive processes; and suggests that the extent of recreational game influence depends on how closely the game type matches the design of the tasks…
Descriptors: Academic Achievement, Cognitive Processes, Computer Assisted Instruction, Computer Games

Livingston, Lori A.; And Others – Journal of Research on Computing in Education, 1992
Describes a study that was conducted to monitor the eye movement behaviors of microcomputer users working with an instructional game under varying color conditions. Eye movement is discussed; the computer software is explained; and implications of the results for further research and for courseware designers are suggested. (21 references) (LRW)
Descriptors: Adult Learning, Color, Computer Assisted Instruction, Computer Games

Caftori, Netiva – T.H.E. Journal, 1994
Describes a study of middle school students' use of educational software that was conducted to determine whether it was being used as intended. Popular programs used by girls and by boys are described and compared, particularly "Oregon Trail," and use as entertainment instead of education is discussed. (Contains three references.) (LRW)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Software Development
Peachey, Paul; Jones, Paul; Jones, Amanda – Electronic Journal of e-Learning, 2006
This paper presents an empirical study involving initiatives that encouraged students to log onto online courses in entrepreneurship delivered by the University of Glamorgan. The aim of the research was to explore items of interest to the online students that may increase participation in the forums and hence potentially enhanced engagement with…
Descriptors: Student Participation, Student Motivation, Motivation Techniques, Online Courses
Char, Cynthia – 1983
Several research and design issues to be considered when creating educational software were identified by a field test evaluation of three types of innovative software created at Bank Street College: (1) Probe, software for measuring and graphing temperature data; (2) Rescue Mission, a navigation game that illustrates the computer's use for…
Descriptors: Computer Games, Computer Science Education, Computer Simulation, Computer Software Development

Perzov, Aviva; Kozminsky, Ely – Computers in the Schools, 1989
Describes an empirical study of the effect of computer game practice on the improvement of skills that are related to visual perception in young children. Treatment of experimental and control groups of kindergarten children in Israel are described, and recommendations for the use of computer games versus educational games are given. (23…
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Courseware

Chappell, Kelly K. – Journal of Educational Computing Research, 1997
Describes two studies that investigated the impact of three features of educational software (aggressive distracters, competition, and underrepresentation of female characters) on girls' attitudes toward software. Results of studies with sixth- and and seventh-grade female mathematics students are discussed based on the Computer Game Attitude…
Descriptors: Analysis of Variance, Competition, Computer Attitudes, Computer Games
Kitchenham, Andrew – 1998
Since 1993, the Critical Thinking Cooperative (TC2) has initiated projects with school districts and universities throughout British Columbia. To date, the main emphasis has been on social studies, with the exception of some recent work in language arts. This paper investigates the application of the TC2 model of critical thinking to computers,…
Descriptors: Computer Assisted Instruction, Computer Games, Cooperative Programs, Courseware

Wishart, Jocelyn; Canter, David – Computers and Education, 1988
Reports the development of a classification system for microcomputer-based software according to the depth and type of involvement of the user with the software. Three studies are discussed that used the facet approach, multivariate statistical procedures, and questionnaires to investigate types of involvement produced by computer programs. (18…
Descriptors: Classification, Computer Assisted Instruction, Computer Games, Courseware
Jolicoeur, Karen; Berger, Dale E. – Educational Technology, 1988
This basic plan for implementing educational software in the classroom incorporates a research design for evaluating its effectiveness. A study of fifth grade classrooms using game and tutorial software for spelling and fractions is used as an example. Topics discussed include software selection, selecting groups of comparable ability, and use of…
Descriptors: Ability Grouping, Academic Achievement, Computer Assisted Instruction, Computer Games

Callison, Daniel – Computers in the Schools, 1989
Reports on a program developed in Indiana public schools to hold software evaluation workshops that would compare teacher and student evaluations of the same software. The evaluation process is discussed; tutorials, drill and practice programs, simulations, and games are examined; and tests for correlation are described. (21 references) (LRW)
Descriptors: Comparative Analysis, Computer Assisted Instruction, Computer Games, Computer Simulation

Bahr, Christine M.; Rieth, Herbert J. – Computers in the Schools, 1989
Discussion of the use of microcomputers by special education students highlights a study that compared the effects of a drill and practice program with an instructional computer game on the acquisition of multiplication skills among junior high and high school learning disabled students. (22 references) (LRW)
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games

Fong, Ho-Kheong – Computers and Education, 1989
Presents an alternative model for using the computer as an aid in teaching mathematics. Highlights include a mathematics teaching model; computer software for drill and practice, tutorials, simulation, games, and computer managed instruction; integrating computers into the mathematics curriculum; and examples of computer activities for…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Managed Instruction, Computer Simulation
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