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Wilhelmsson, UIf; Engström, Henrik; Brusk, Jenny; Östblad, Per Anders – Journal of Computing in Higher Education, 2017
This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio…
Descriptors: Inclusion, Computer Games, Handheld Devices, Visual Impairments
Moreno, Julian – Educational Technology & Society, 2012
The aim of this paper is to describe a digital game with an educational purpose in the subject of computer programming, which enables students to reinforce and improve their abilities on the concepts of sequencing, defined iteration and nesting. For its design, a problem solving approach was followed and a score comparing mechanism was implemented…
Descriptors: Foreign Countries, Computer Games, Educational Games, Programming
Zhao, Guopeng; Ailiya; Shen, Zhiqi – Educational Technology & Society, 2012
Teachable agent is a type of pedagogical agent which instantiates Learning-by-Teaching theory through simulating a "naive" learner in order to motivate students to teach it. This paper discusses the limitation of existing teachable agents and incorporates intrinsic motivation to the agent model to enable teachable agents with initiative…
Descriptors: Foreign Countries, Instructional Design, Artificial Intelligence, Electronic Learning
Peer reviewedCaftori, 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
Livingstone, Sonia, Ed.; Bovill, Moira, Ed. – 2001
Integrating broadcasting, video, computing, games, and the Internet, the domestic television screen is being transformed into the site of a multimedia culture. To address questions about the meaning and uses of such new media, this volume brings together work by researchers in 12 countries--Belgium, Denmark, Finland, France, Germany, the United…
Descriptors: Adolescents, Books, Childhood Attitudes, Children
Faria, Anthony J.; Wellington, William J. – Simulation & Gaming, 2004
An e-mail survey of 14,497 business faculty members across all disciplines at American Association of Collegiate Schools of Business member schools was undertaken to determine current business simulation game usage and thoughts about business simulation games. Issues such as how games are first adopted, objectives for game use, achievement of…
Descriptors: Foreign Countries, Educational Technology, Computer Assisted Instruction, Use Studies

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