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Showing 1 to 15 of 18 results Save | Export
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Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
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Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
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Fokides, Emmanuel – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…
Descriptors: Programming, Computer Games, Elementary School Students, Teaching Methods
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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
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Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)
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Van Eaton, Grant; Clark, Douglas B.; Smith, Blaine E. – International Journal of Education in Mathematics, Science and Technology, 2015
Students playing digital learning games in the classroom rarely play alone, even in digital games that are ostensibly "single-player" games. This study explores the patterns of physics reasoning that emerge in face-to-face and online forum collaboration while students play a physics-focused educational game in their classroom. We…
Descriptors: Physics, Educational Games, Online Courses, Computer Mediated Communication
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
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Denner, Jill; Werner, Linda; Campe, Shannon; Ortiz, Eloy – Journal of Research on Technology in Education, 2014
Pair programming is a strategy that grew out of industry and has shown promise for performance and retention in computer programming courses at universities and in industry. In this study, we examine whether pair programming is effective in K-12, what it is effective for, and how partners influence each other. We collected the data from 320 middle…
Descriptors: Teaching Methods, Programming, Middle School Students, Computer Games
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Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
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Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
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Hamalainen, Raija; Oksanen, Kimmo – Computers & Education, 2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers' orchestration in CSCL situations, there are still no…
Descriptors: Computer Assisted Instruction, Group Activities, Professional Development, Time on Task
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Tsai, Chia-Wen – Education & Training, 2012
Purpose: The author redesigned a course titled "Applied Information Technology: Networking" and applied online collaborative learning (CL) with initiation and self-regulated learning (SRL) to improve students' involvement in this course in an environment that is full of free online games, shopping websites, and social networking…
Descriptors: Computer Assisted Instruction, Computers, Educational Technology, Information Technology
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Strommen, Erik F. – Journal of Computing in Childhood Education, 1993
Studied 28 pairs of fourth graders using an educational software game under cooperative conditions, in which students played against the computer, and competitive conditions, in which students played against each other. The cooperative environment resulted in more correct answers than the competitive environment. The only strategies related to…
Descriptors: Comparative Analysis, Competition, Computer Games, Computer Uses in Education
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