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Showing 1 to 15 of 36 results Save | Export
Rushby, Nick – Educational Technology, 2016
One of the key trends in learning technology in recent years has been the growing interest in simulations and serious games. Much of the research into simulations and serious games has tended to focus on aspects of fun and engagement rather than on what is happening in the process to cause transferable learning. Much of it has been based on small…
Descriptors: Computer Simulation, Educational Games, Educational Technology, Evaluation Methods
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Liao, Calvin C. Y.; Chang, Wan-Chen; Chan, Tak-Wai – Journal of Computer Assisted Learning, 2018
We have observed that many computer-supported writing environments based on pedagogical strategies have only been designed to incorporate the cognitive aspects, but motivational aspects should also be included. Hence, we theorize that integrating game-based learning into the writing environment may be a practical approach that can facilitate…
Descriptors: Computer Assisted Instruction, Writing Instruction, Teaching Methods, Computer Games
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Greer, Mary; Lin, Lijia; Atkinson, Robert K. – Interactive Learning Environments, 2017
The purpose of this study was to determine whether playing "Quest for the Code"™, a computer game designed to teach children about asthma, would help healthy children acquire knowledge about and attitudes towards asthma and whether the beneficial effects would be maintained over time. The sample consisted of 155 children from four middle…
Descriptors: Computer Games, Teaching Methods, Diseases, Health Education
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Janpol, Henry L.; Dilts, Rachel – Applied Environmental Education and Communication, 2016
This research explored whether viewing documentary films about the natural or built environment can exert a measurable influence on behaviors and perceptions. Different documentary films were viewed by subjects. One film emphasized the natural environment, while the other focused on the built environment. After viewing a film, a computer game…
Descriptors: Documentaries, Films, Conservation (Environment), Program Effectiveness
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Cardoso, Walcir; Rueb, Avery; Grimshaw, Jennica – Research-publishing.net, 2017
This study examines the effects of the pedagogical use of an interactive mobile digital game, Prêt à Négocier (PàN), on improving learners' pronunciation of French as a Second Language (FSL), using three holistic measures: comprehensibility, fluency, and overall pronunciation. Two groups of FSL learners engaged in different types of game-playing…
Descriptors: Educational Games, Computer Games, Teaching Methods, Telecommunications
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Van de Sande, E.; Segers, E.; Verhoeven, L. – Journal of Computer Assisted Learning, 2016
The present study examined how embedded activities to support executive functions helped children to benefit from a computer intervention that targeted preliteracy skills. Three intervention groups were compared on their preliteracy gains in a randomized controlled trial design: an experimental group that worked with software to stimulate early…
Descriptors: Executive Function, Children, Emergent Literacy, Computer Literacy
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Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science
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Calvo-Ferrer, José Ramón – British Journal of Educational Technology, 2017
According to different authors, computer games not only teach contents and skills, but also do so in a more efficient manner, allowing long-lasting learning. However, there is still little consensus on this matter as different studies put their educational benefits into question, especially when used without instructional support. An empirical…
Descriptors: Educational Games, Vocabulary Development, Regression (Statistics), Computer Games
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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Klimova, Blanka; Kacet, Jaroslav – Turkish Online Journal of Educational Technology - TOJET, 2017
Information and communication technologies (ICT) have become an inseparable part of people's lives. For children the use of ICT is as natural as breathing and therefore they find the use of ICT in school education as normal as the use of textbooks. The purpose of this review study is to explore the efficacy of computer games on language learning…
Descriptors: Teaching Methods, Computer Games, Instructional Effectiveness, Vocabulary Development
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Turan, Zeynep; Meral, Elif – Informatics in Education, 2018
The use of different tools in the field of education has become widespread with the developments in technology. Online student response systems are one of these tools. Online student response systems have been used for many years. In the last couple of years, game items have been added, and game-based online student response systems have started…
Descriptors: Audience Response Systems, Academic Achievement, Learner Engagement, Test Anxiety
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Vasileiadou, Ioanna; Makrina, Zafiri – English Language Teaching, 2017
The purpose of this research was to investigate the effectiveness of computer games in learning English as a foreign language and the extent to which they increase motivation in young students. More particularly, this research investigated the validity of the hypothesis that computer games are a particularly motivating means for young students to…
Descriptors: Computer Games, English (Second Language), Second Language Learning, Second Language Instruction
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Rachels, Jason R.; Rockinson-Szapkiw, Amanda J. – Computer Assisted Language Learning, 2018
A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish language instruction was through the use of…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Telecommunications
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Schacter, John; Shih, Jeff; Allen, Charles M.; DeVaul, Lina; Adkins, Amy B.; Ito, Taro; Jo, Booil – Early Education and Development, 2016
Research Findings: Effective preschool mathematics instruction is especially important for low-income children. Previous research demonstrates that low-income children enter kindergarten behind their middle-income peers. They receive less mathematics support at home and from public preschools. The aim of this study was to test Math Shelf, a tablet…
Descriptors: Mathematics Instruction, Preschool Education, Low Income Groups, At Risk Students
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Banos, R. M.; Cebolla, A.; Oliver, E.; Alcaniz, M.; Botella, C. – Health Education Research, 2013
Possessing sufficient nutritional knowledge is a necessary component in the prevention and treatment of obesity. A solid understanding of nutrition can help people make appropriate food selections and can also help correct irrational ideas or myths people may believe about food. It is a challenge to provide this information to children in ways…
Descriptors: Internet, Control Groups, Experimental Groups, Computer Games
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