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Armanto Sutedjo – ProQuest LLC, 2023
Digital Game-Based Learning (DGBL) demonstrated a positive impact on students' motivation, engagement, knowledge acquisition, and many other areas. However, all the benefits DGBL can offer for the classroom do not seem to be enticing enough to persuade classroom instructors to implement DGBL in their classroom. There is a disconnect between…
Descriptors: Teaching Methods, Mathematics Instruction, Computer Games, Game Based Learning
Sherry Jean Wright – ProQuest LLC, 2022
The purpose of this qualitative descriptive study is to explore how community college nursing faculty with experience of virtual gaming simulation (VGS) from a community college in north central Texas describe the challenges and benefits of utilizing VGS as a teaching tool to help nursing students progress in the development of clinical judgment…
Descriptors: Computer Simulation, Computer Games, Nursing Students, Clinical Experience
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Litsey, Ryan; Harris, Rea; London, Jessie – Journal of Access Services, 2018
Library workflows are an area where repetitive stress can potentially reduce staff efficiency. Day to day activities that require a repetitive motion can bring about physical and psychological fatigue. For library managers, it is important to seek ways in which this type of repetitive stress can be alleviated while having the added benefit of…
Descriptors: Efficiency, Staff Development, Library Services, Computer Games
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Jabbari, Nasser; Peterson, Mark – Language Learning Journal, 2023
Many English as a foreign language (EFL) learners worldwide spend hours playing commercial-off-the-shelf massively multiplayer online games. They engage in a multitude of different interactions with the game environment and possibly with other gamers, using English as the predominant medium of communication. This raises the question of whether…
Descriptors: Accuracy, Video Games, English (Second Language), Second Language Learning
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Wang, Huabing – Research in Higher Education Journal, 2018
This article presents a teaching exercise using real-time trading platform in an online international finance course with both finance and non-finance majors. The authors discuss their approach to accommodate to the on-line environment with the emphasis on preparation and flexibility, and present a statistical comparison of performance between…
Descriptors: Heterogeneous Grouping, Computer Games, Teaching Methods, International Trade
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DiCerbo, Kristen E. – Journal of Applied Testing Technology, 2017
While game-based assessment offers new potential for understanding the processes students use to solve problems, it also presents new challenges in uncovering which player actions provide evidence that contributes to understanding about students' knowledge, skill, and attributes that we are interested in assessing. A development process that…
Descriptors: Educational Games, Evaluation Methods, Educational Technology, Technology Uses in Education
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Baker, Doris Luft; Basaraba, Deni Lee; Smolkowski, Keith; Conry, Jillian; Hautala, Jarkko; Richardson, Ulla; English, Sherril; Cole, Ron – Bilingual Research Journal, 2017
We explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment…
Descriptors: Transfer of Training, Pretests Posttests, Spanish, Oral Reading
Baker, Doris Luft; Basaraba, Deni Lee; Smolkowski, Keith; Conry, Jillian; Hautala, Jarkko; Richardson, Ulla; English, Sherryl; Cole, Ron – Grantee Submission, 2017
We explore the potential of a computer-adaptive decoding game in Spanish to increase the decoding skills and oral reading fluency in Spanish and English of bilingual students. Participants were 78 first-grade Spanish-speaking students attending bilingual programs in five classrooms in Texas. Classrooms were randomly assigned to the treatment…
Descriptors: Bilingualism, Computer Assisted Instruction, Computer Games, Decoding (Reading)
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LeCompte, Karon; Moore, Brandon; Blevins, Brooke – Research in the Schools, 2011
iCivics, a free online, civics education program created by Supreme Court Justice Sandra Day O'Connor, is aligned to state and national standards to teach core civics content. The research question for this study is: Does spending at least 30 minutes on the iCivics interactive web site 2 times per week improve student scores on a civics test? A…
Descriptors: National Standards, Citizenship, Civics, Pretests Posttests
Rollins, Karen F. – ProQuest LLC, 2012
The following study examined the difference in science vocabulary acquisition comparing computer-assisted learning and a traditional study review sheet. Fourth and fifth grade students from a suburban school in central Texas were randomly selected and randomly assigned to either experimental group or control group. Both groups were given a…
Descriptors: Vocabulary Development, Elementary School Students, Science Instruction, Computer Assisted Instruction
Holmes, Venita – Online Submission, 2012
Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low…
Descriptors: Academic Achievement, Science Achievement, State Standards, Science Tests
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Garner, Emily J.; Harman, Marsha J.; Bruce, A. Jerry – Journal on School Educational Technology, 2008
The purpose of this investigation was to ascertain the effectiveness of Captain's Log, a computerized cognitive-training program designed to improve attention and reduce impulsivity. Participants consisted of 48 children in third through sixth grades, nominated by teachers for classroom behavior that interfered with their learning. Students were…
Descriptors: Grade 3, Grade 4, Grade 5, Grade 6
Hemmer, Jeanie – Learning & Leading with Technology, 1998
In 1995, rather than require seventh-grade computer literacy classes, Texas allowed school districts to integrate technology skills into curricula. This article, the first of three, describes technology integration for sixth grade. Includes unit ideas on nations; the Holocaust; Olympic diving; Christmas; probability; organisms; Antarctica;…
Descriptors: Biology, Childrens Literature, Computer Games, Computer Literacy