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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
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Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
Roscoe, Rod D.; Allen, Laura K.; McNamara, Danielle S. – Journal of Educational Computing Research, 2019
A critical challenge for computer-based writing instruction is providing appropriate and adaptive practice. The current study examined three modes of computer-based writing practice with the goal of identifying those with the greatest learning and motivational value. High school students learned about writing strategies by studying lessons within…
Descriptors: High School Students, Writing Instruction, Computer Assisted Instruction, Writing Strategies
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Müller, Amanda; Son, Jeong-Bae; Nozawa, Kazunori; Dashtestani, Reza – Journal of Educational Computing Research, 2018
This article explores the usefulness of a web-based education game for learning English idioms and examines attitudinal factors contributing to the learning of the idioms with the game. The two studies reported in this article involved two groups of English as a foreign language students in two different contexts. The students were surveyed on…
Descriptors: Web Based Instruction, Educational Games, Figurative Language, Computer Assisted Instruction
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Quan, Guolong; Gu, Xiaoqing – Journal of Educational Computing Research, 2018
Recent studies have demonstrated the integration of visualization technology to support collaboration and stimulate learning performance. The use of visualization tools during the collaborative activities of international students is a worthy topic for further exploration. Based on grounded and activity theories, this research uses observation and…
Descriptors: Visualization, Cross Cultural Training, Cooperative Learning, Computer Assisted Instruction
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Lim, Cher Ping; Tay, Lee Yong; Hedberg, John – Journal of Educational Computing Research, 2011
Two grade 5 classes (11-12-year-olds) were introduced through an inquiry-based pedagogy to scientific ideas and concepts within a 3D game-like multi-user virtual environment (MUVE). This article explores how a particular set of strategies and conditions might encourage and sustain the use of the MUVE, Quest Atlantis (QA), as a problem-based…
Descriptors: Foreign Countries, Problem Based Learning, Educational Innovation, Grade 5
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Mayer, Richard E.; Johnson, Cheryl I. – Journal of Educational Computing Research, 2010
Students learned about electrical circuits in an arcade-type game consisting of 10 levels. For example, in one level students saw two circuits consisting of various batteries and resistors connected in series or parallel, and had to indicate which one had a higher rate of moving current. On levels 1-9, all students received a correct tone and had…
Descriptors: Feedback (Response), Educational Games, Experiential Learning, Science Instruction
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Warren, Scott J.; Stein, Richard A.; Dondlinger, Mary Jo; Barab, Sasha A. – Journal of Educational Computing Research, 2009
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these digital designs in educational settings has begun to show promise for improving learning, motivation, and…
Descriptors: Instructional Design, Virtual Classrooms, Writing Skills, Educational Games
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Brown, John Seely – Journal of Educational Computing Research, 1985
Exploration of concepts crucial to development of new computer-based learning environments focuses on process rather than product and the computer's ability to record, represent, and communicate the underlying process. Cognitive, pedagogical, and sociological issues relevant to creation of learning environments in five domains (empowering…
Descriptors: Algebra, Communication (Thought Transfer), Computer Assisted Instruction, Computer Literacy
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Chappell, Kelly K.; Taylor, Catherine S. – Journal of Educational Computing Research, 1997
Describes the development of the Computer Game Attitude Scale (CGAS) which evaluates student attitudes toward educational computer games and is based on the Computer Attitude Scale. Results of a study conducted with middle school students are discussed; these results indicate that the CGAS produced reliable test scores that may aid in evaluation.…
Descriptors: Attitude Measures, Computer Assisted Instruction, Computer Attitudes, Computer Games