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Shah, Zohal; Chen, Chen; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2023
Computer gameplay and social media are the two most common forms of entertainment in the digital age. Many scholars share the assumption that leisure-time digital consumption is associated with CS affinity, but there is a dearth of research evidence for this relationship. Female students generally spend less time on gaming and more time on social…
Descriptors: Computer Science, Vocational Interests, Computer Use, Gender Differences
Chung, Gregory K. W. K.; Ruan, Ziyue; Redman, Elizabeth J. K. H. – Grantee Submission, 2021
This study conducted an exploratory study to compare children's performance on a video game-based task to their performance on an analogous hands-on physical task. The game involved a slide and concepts of height and friction. For both formats, the number of rounds it took to beat a level and the number of steps used within each round were…
Descriptors: Task Analysis, Performance, Experiential Learning, Educational Games
Alexandra Rysul'ova – NORDSCI, 2023
Virtual worlds, like Second Life, are transformative innovations in education. These immersive 3D environments offer teachers and students unique opportunities beyond traditional classrooms. They foster active learning, allowing students to interact, manipulate objects, and engage with diverse content. This multimodal approach accommodates various…
Descriptors: Information Security, Computer Simulation, Barriers, Teaching Methods
Emine Arslan Kiliçoglu; Seda Kiliç Ecevitli; Esra Ergin – International Society for Technology, Education, and Science, 2023
The aim of this study is to examine the implementation of online games and interactive book reading applications for individuals with autism with maternal participation. For this purpose, this case was studied with the support of mother participation with a 2-year-old child diagnosed with autism of a family living in the Netherlands who immigrated…
Descriptors: Electronic Learning, Computer Games, Reading, Electronic Books
Mustafa Koc; Mehmet Sinan Bugday – International Society for Technology, Education, and Science, 2023
With the development of technology, people's gaming tools and practices have also changed. While games are an activity that people need to have fun, they are also important for their cognitive and affective development. Today, digital games have largely replaced traditional games and become popular among children and young people. This situation…
Descriptors: Video Games, Addictive Behavior, Public Health, Health Behavior
Ha, Cheyeon; Sun, Chen – AERA Online Paper Repository, 2021
This meta-analysis study aims to explore the game-based learning (GBL) effects on students' learning motivation and academic achievement in K-12 science education. Recently GBL has been broadly used for students with low learning motivation because the dynamic learning activities in computer games could provide benefits for K-12 education. We…
Descriptors: Game Based Learning, Learning Motivation, Science Achievement, Elementary Secondary Education
Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
James Russo; Anne Roche – Mathematics Education Research Group of Australasia, 2024
In this paper we explored primary school teachers preference for different game modes to support mathematics teaching and learning. Eighty-four teachers played digital and non-digital addition and subtraction games that were functionally equivalent during professional learning workshops. Most teachers indicated that they would be more likely to…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Teachers, Professional Development
Bulut, Ayse; Tuncay, Nazime – Online Submission, 2020
A good sleep is important for all students and also for dentistry students who have a very intense course schedule. The purpose of this research study is to find relation strength between social media addiction and sleep problem of dentistry students. After delivering a detailed literature review, the authors administer a 37-item online…
Descriptors: Social Media, Addictive Behavior, Sleep, Dental Schools
Dixit Bharatkumar Patel; Xavian Ogletree; Yong Pei – International Association for Development of the Information Society, 2022
While serious role-play games have been developed for individuals with autism spectrum disorders to learn social interactions and emotions, there is a lack of role-playing games that teach people without autism the necessary communication skills to engage and interact effectively with autistic people. In this research, we present a mobile serious…
Descriptors: Role Playing, Autism Spectrum Disorders, Interpersonal Competence, Communication Skills
Ju, Song; Zhou, Guojing; Barnes, Tiffany; Chi, Min – International Educational Data Mining Society, 2020
Identifying critical decisions is one of the most challenging decision-making problems in real-world applications. In this work, we propose a novel Reinforcement Learning (RL) based Long-Short Term Rewards (LSTR) framework for critical decisions identification. RL is a machine learning area concerning with inducing effective decision-making…
Descriptors: Decision Making, Reinforcement, Artificial Intelligence, Man Machine Systems
Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
Hebebci, Mustafa Tevfik; Bertiz, Yasemin; Alan, Selahattin – International Society for Technology, Education, and Science, 2022
Today's digital games attract the attention of many people from various age groups. Some sources suggest that acquaintance with digital games is as low as three years old. When digital games are evaluated from a general perspective, it is seen that the largest user group is individuals in adolescence and youth period. Individuals at this age spend…
Descriptors: Computer Games, Addictive Behavior, Student Attitudes, Physical Health
Ali, Lubna; Phung, Quang; Roepke, Rene; Schroeder, Ulrik – International Association for Development of the Information Society, 2022
Making education available to everyone is about opening new doors to the future world where people are living with their full abilities and potentials. This vision was acknowledged by UNESCO and it was one of the main motives for introducing Open Educational Resources (OER) in 2002. Over the last two decades, OER have made a positive impact on…
Descriptors: Open Educational Resources, Game Based Learning, Computer Games, Technology Uses in Education