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Plate, Rista C.; Shutts, Kristin; Cochrane, Aaron; Green, C. Shawn; Pollak, Seth D. – Developmental Psychology, 2021
Children have a powerful ability to track probabilistic information, but there are also situations in which young learners simply follow what another person says or does at the cost of obtaining rewards. This latter phenomenon, sometimes termed bias to trust in testimony, has primarily been studied in children preschool-age and younger, presumably…
Descriptors: Probability, Trust (Psychology), Preschool Children, Children
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Maghfiroh, Anissa; Kuswanto, Heru – International Journal of Instruction, 2022
This research aims to reveal the effectiveness of the use of Kofie GeBoL media in improving (1) vector representation ability and (2) critical thinking ability in physics instruction. It is a descriptive quantitative study with the quasi-experiment design. It was conducted in two stages: empirical try out and implementation of Kofie GeboL to see…
Descriptors: Physics, Instructional Effectiveness, Critical Thinking, Thinking Skills
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Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
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Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
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Bagley, E. A.; Shaffer, D. W. – Journal of Computer Assisted Learning, 2015
Research has shown that computer games and other virtual environments can support significant learning gains because they allow young people to explore complex concepts in simulated form. However, in complex problem-solving domains, complex thinking is learned not only by taking action, but also with the aid of mentors who provide guidance in the…
Descriptors: Computer Games, Simulated Environment, Thinking Skills, Mentors
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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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Alloway, Tracy Packiam; Elsworth, Miquela; Miley, Neal; Seckinger, Sean – Gifted Education International, 2016
This pilot study investigated how engagement with computer games and TV exposure may affect behaviors of gifted students. We also compared behavioral and cognitive profiles of twice-exceptional students and children with Attention Deficit/Hyperactivity Disorder (ADHD). Gifted students were divided into those with behavioral problems and those…
Descriptors: Computer Use, Behavior Problems, Children, Disabilities
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Dankbaar, Mary E. W.; Alsma, Jelmer; Jansen, Els E. H.; van Merrienboer, Jeroen J. G.; van Saase, Jan L. C. M.; Schuit, Stephanie C. E. – Advances in Health Sciences Education, 2016
Simulation games are becoming increasingly popular in education, but more insight in their critical design features is needed. This study investigated the effects of fidelity of open patient cases in adjunct to an instructional e-module on students' cognitive skills and motivation. We set up a three-group randomized post-test-only design: a…
Descriptors: Experimental Groups, Thinking Skills, Computer Games, Motivation
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Eseryel, Deniz; Ifenthaler, Dirk; Ge, Xun – Educational Technology Research and Development, 2013
The important but little understood problem that motivated this study was the lack of research on valid assessment methods to determine progress in higher-order learning in situations involving complex and ill-structured problems. Without a valid assessment method, little progress can occur in instructional design research with regard to designing…
Descriptors: Instructional Design, Computer Games, Educational Games, Web Based Instruction
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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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Alloway, Tracy – Journal of Interactive Learning Research, 2012
Background: Working memory is linked to learning outcomes and there is emerging evidence that training working memory can yield gains in working memory and fluid intelligence. Aims: The aim of the present study was to investigate whether interactive working memory training would transfer to acquired cognitive skills, such as vocabulary and…
Descriptors: Learning Problems, Outcomes of Education, Educational Objectives, Short Term Memory
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers