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Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
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
Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students
School Library Media Activities Monthly, 2000
Describes an activity for young children that helps them conduct subject searches using an automated system that allows customization of access to a library's collection. Explains a timed game that makes use of subject searching and word searching on the topic of dinosaurs. (LRW)
Descriptors: Childrens Libraries, Computer Assisted Instruction, Dinosaurs, Educational Games

Bright, George W. – Journal of Computers in Mathematics and Science Teaching, 1988
Compares achievement effects and time-on-task generated for computer and non-computer versions of essentially the same game. Notes that students followed different rules for the same game and pace was faster for computer versions. Reports transfer of instruction may not be complete. (MVL)
Descriptors: Achievement, Computer Assisted Instruction, Computer Uses in Education, Educational Games