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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Kim, Yanghee; Tscholl, Michael – Educational Technology Research and Development, 2021
This study examined the affordances of an embodied humanoid robot to engage children in play and learning from the perspective of embodied cognition in two studies as part of multiyear design research. In Study One, we observed how the robot's embodiment, accompanied by its sensors and movements, elicited embodied reactions of eleven children…
Descriptors: Robotics, Play, Teaching Methods, Learning Processes
Cho, Vincent; Littenberg-Tobias, Joshua – Educational Technology Research and Development, 2016
Even as digital devices (e.g., tablets, smart phones, laptops) have become increasingly ubiquitous in schools, concerns have also been raised that such devices might hinder students' social, emotional, and personal development. Educators' perspectives on such matters could shape the success or failure of 1:1 technology initiatives. Thus, there is…
Descriptors: Teacher Attitudes, Beliefs, Attitude Measures, Teacher Surveys