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Showing 1 to 15 of 29 results Save | Export
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Korhonen, Vesa; Räty, Hannu; Kärnä, Eija – International Journal of Special Education, 2018
Individuals with autism often exhibit atypical levels of attention to eyes. High support need and minimally verbal individuals with autism have typically received less attention in research. This study explored a preference based computer game to include the less-studied individuals with autism in their own school environment. Four high support…
Descriptors: Autism, Computer Games, Preferences, Eye Movements
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Fokides, Emmanuel – Education and Information Technologies, 2018
The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6-7, 8-9, and 11-12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital…
Descriptors: Elementary School Students, Elementary School Mathematics, Educational Games, Computer Games
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Kilic, Abdullah Faruk; Güzeller, Cem Oktay – Malaysian Online Journal of Educational Technology, 2017
This study aimed at determining the impact of demographic factors on the Internet usage purposes of high school students. The population of the study consisted of students between 9th and 12th grades from the Anatolian high schools, science high schools, social sciences high schools, sports high schools and fine arts high schools in Turkey. The…
Descriptors: High School Students, Internet, Foreign Countries, Questionnaires
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Purdon, Anne – Education 3-13, 2018
This study aims to consider children's perspectives about free time activity choices. Through the use of drawings, favourite free time activities of third culture kids in Albania are compared with those of children in the UK. The sample comprises four boys and three girls from four to eight years from each country. Further conversations reveal…
Descriptors: Comparative Analysis, Foreign Countries, Parents, Child Caregivers
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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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Saito, Daisuke; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Research, 2017
Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a…
Descriptors: Programming, Computer Science Education, Comparative Analysis, Questionnaires
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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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Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
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Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong – Educational Technology & Society, 2017
Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…
Descriptors: Teacher Attitudes, Teacher Surveys, Experienced Teachers, Beginning Teachers
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Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
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Skewes, Joshua C; Jegindø, Else-Marie; Gebauer, Line – Autism: The International Journal of Research and Practice, 2015
Autistic people are better at perceiving details. Major theories explain this in terms of bottom-up sensory mechanisms or in terms of top-down cognitive biases. Recently, it has become possible to link these theories within a common framework. This framework assumes that perception is implicit neural inference, combining sensory evidence with…
Descriptors: Autism, Neurological Impairments, Neurology, Perception
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Erhel, Séverine; Jamet, Eric – Interactive Learning Environments, 2016
Few studies have investigated the effects of the instructions provided in educational computer games on cognitive processing and learning outcomes. In our experiment, we sought to compare the effects on learning outcomes of two different types of goal-oriented instructions: "mastery-goal" instructions, which prompt learners to develop…
Descriptors: Outcomes of Education, Goal Orientation, Instruction, Video Games
Smith, Stephen W.; Daunic, Ann P.; Algina, James; Pitts, Donna L.; Merrill, Kristen L.; Cumming, Michelle M.; Allen, Courtney – Journal of Emotional and Behavioral Disorders, 2017
Maladaptive adolescent behavior patterns often create escalating conflict with adults and peers, leading to poor long-term social trajectories. To address this, school-based behavior management often consists of contingent reinforcement for appropriate behavior, behavior reduction procedures, and placement in self-contained or alternative…
Descriptors: Self Control, Student Behavior, Emotional Disturbances, Behavior Disorders
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Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Chen, Jing-Fang – Educational Technology & Society, 2018
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good approach to situating students in a meaningful and interesting practicing environment, which could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Business Communication
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Adams, Deanne M.; Pilegard, Celeste; Mayer, Richard E. – Journal of Educational Computing Research, 2016
Learning physics often requires overcoming common misconceptions based on naïve interpretations of observations in the everyday world. One proposed way to help learners build appropriate physics intuitions is to expose them to computer simulations in which motion is based on Newtonian principles. In addition, playing video games that require…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Simulated Environment
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