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Bawa, Papia – Journal of Educational Technology Systems, 2019
Today, there is growing interest in digital game-based learning due to the increase in the variety of educational and commercial games available. The literature indicates that digital educational games are effective at keeping learners engaged. This study examines the use of a digital educational game called Kahoot and supports the hypothesis that…
Descriptors: Educational Technology, Educational Games, Computer Assisted Instruction, Teaching Methods
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Pratama, Ahmad R.; Scarlatos, Lori L. – Journal of Educational Technology Systems, 2020
This article offers insights into the ownership and use of mobile devices (smartphones and tablets) among Indonesian middle and high school students. The study is based on primary data collected from a survey of 1,157 students at two middle schools and two high schools from two different regions in Indonesia. Data analysis includes multiple…
Descriptors: Foreign Countries, Adolescents, Ownership, Computer Use
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Irava, Vastav; Pathak, Aditi; DeRosier, Melissa; Chatterjee Singh, Nandini – Journal of Educational Technology Systems, 2019
"Hall of Heroes," a digital game, was used to compare social and emotional skills of 63 adolescent female students matched for age across Malaysia, South Africa, and the United States. Participants were assessed on six social and emotional competencies during game play, namely impulse control, cooperation, communication, social…
Descriptors: Cross Cultural Studies, Computer Games, Social Development, Interpersonal Competence
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Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander – Journal of Educational Technology Systems, 2015
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Descriptors: Man Machine Systems, Cross Cultural Studies, Computer Games, Literature Reviews
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Bradley, Elizabeth G. – Journal of Educational Technology Systems, 2015
In this increasingly digital age, student plagiarism is rampant. Roughly half of college students admit to plagiarizing using content found online, directly copying and pasting the work of others. Digital technology and social media have greatly changed the landscape of how knowledge is acquired and disseminated; thus, students must be explicitly…
Descriptors: Prevention, Plagiarism, Computer Simulation, Teaching Methods
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Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
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Mastorodimos, Dimitrios; Chatzichristofis, Savvas A. – Journal of Educational Technology Systems, 2019
Students face difficulties in learning mathematical processes. As a result, they have negative emotions toward mathematics. The use of technology is employed to change the student's attitude toward mathematics. Some methods utilize intelligent tutoring systems to recognize student's emotional state and adapt the learning process accordingly. These…
Descriptors: Mathematics Instruction, Mathematical Concepts, Intelligent Tutoring Systems, Learning Processes
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Adamo-Villani, Nicoletta; Oania, Marcus; Cooper, Stephen – Journal of Educational Technology Systems, 2013
We report the development and initial evaluation of a serious game that, in conjunction with appropriately designed matching laboratory exercises, can be used to teach secure coding and Information Assurance (IA) concepts across a range of introductory computing courses. The IA Game is a role-playing serious game (RPG) in which the student travels…
Descriptors: Educational Games, Computer Games, Role Playing, Computer Security
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Adamo-Villani, Nicoletta; Dib, Hazar – Journal of Educational Technology Systems, 2013
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
Descriptors: Program Evaluation, Educational Technology, Evaluation Methods, Usability
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Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
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Betz, Joseph A. – Journal of Educational Technology Systems, 1996
Discusses the educational uses of computer games and simulations and describes a study conducted at the State University of New York College at Farmingdale that used the computer game "Sim City 2000." Highlights include whole systems learning, problem solving, student performance, nonparametric statistics, and treatment of experimental…
Descriptors: Academic Achievement, Computer Assisted Instruction, Computer Games, Computer Simulation
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Duchastel, Philip – Journal of Educational Technology Systems, 1989
Describes the design and development of an instructional game, GEO, in which the user learns elements of Canadian geography. The use of knowledge-based artificial intelligence techniques is discussed, the use of HyperCard in the design of GEO is explained, and future directions are suggested. (15 references) (Author/LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer System Design, Educational Games