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Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
Audrey Ricke – Journal of the Scholarship of Teaching and Learning, 2024
Adaptive digital learning courseware is becoming part of the instructor tool kit to support student performance and ultimately reduce DFWI rates. However, past studies of the effectiveness of adaptive digital learning platforms in elevating student performance on summative assessment have shown promising yet at times mixed reviews (e.g. Yarnall et…
Descriptors: Resilience (Psychology), Self Esteem, Performance, Reading Comprehension
Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
McNamara, Jennifer; Bent, Margaret; Grace, Paul – Journal of Applied Testing Technology, 2019
Certification is often viewed to promote lifelong professional development. Industry accreditation agencies include standards for the Maintenance of Certification (MOC) that emphasize the measurement or promotion of continued competency throughout an individual's professional career. In 2013, NBCOT partnered with BreakAway Games to create the…
Descriptors: Computer Simulation, Game Based Learning, Certification, Mandatory Continuing Education
Bart, William – Educational Technology, 2016
This article provides an examination of interrelationships among educational technology, creativity, and chess. It presents the argument that chess training fosters significant gains in scholastic achievement and cognitive ability. As a vital component in chess training programs, contemporary chess software such as Fritz serves as impressive…
Descriptors: Educational Technology, Creativity, Educational Games, Artificial Intelligence
Stohlmann, Micah – Australian Mathematics Teacher, 2017
Desmos Battleship is an engaging activity in which students can improve their visualisation skills, and deepen their understanding of linear functions and circles by making connections between algebraic and graphical representations. The Desmos Battleship activity was used in a Saturday STEM (Science, Technology, Engineering, and Mathematics)…
Descriptors: Mathematical Concepts, Technology Uses in Education, Courseware, Educational Games
Aguilera, Earl; Kachorsky, Dani; Gee, Elisabeth; Serafini, Frank – Literacy Research: Theory, Method, and Practice, 2016
Research on the nature and impact of book apps or e-reading in general is still limited and informed by diverse assumptions about the nature of these new "texts," the varied forms of engagement and meaning-making associated with them, and their implications for understanding literacy and learning in the digital age. The purpose of this…
Descriptors: Childrens Literature, Picture Books, Courseware, Usability
Burn, Andrew – Learning, Media and Technology, 2016
In the project discussed in this article, 30 11-year olds made an animated film in the machinima style, influenced by both film and game culture, and using a 3-D animation software tool, Moviestorm. The processes and products of the project will be analysed using a social semiotic/multimodal approach, exploring the social interests behind the…
Descriptors: Animation, Educational Games, Elementary School Students, Media Literacy
Osipov, Ilya V.; Volinsky, Alex A.; Nikulchev, Evgeny; Prasikova, Anna Y. – International Journal of Web-Based Learning and Teaching Technologies, 2016
The paper describes development of the educational online web communication platform for teaching and learning foreign languages. The main objective was to develop a web application for teaching foreigners to understand casual fluent speech. The system is based on the time bank principle, allowing users to teach others their native language along…
Descriptors: Second Language Instruction, Educational Games, Web Based Instruction, Online Courses
Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
Hopper, Keith B.; Waugh, Jonathan B. – Educational Technology, 2014
PowerPoint is roundly reviled and ridiculed, yet this technology enjoys universal popularity. This article reviews the criticisms of PowerPoint and its peer technologies, describes its affordances and advantages, and suggests innovative PowerPoint applications in instruction. Beyond garden-variety applications of PowerPoint, it may also be used to…
Descriptors: Educational Technology, Computer Software Evaluation, Computer Software, Courseware
Norton, Anderson; Wilkins, Jesse L. M.; Evans, Michael A.; Deater-Deckard, Kirby; Balci, Osman; Chang, Mido – Mathematics Teaching in the Middle School, 2014
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical need to promote that development. The app includes essential game features of immediate feedback,…
Descriptors: Video Games, Educational Games, Mathematics Curriculum, Mathematics Activities
Argyropoulos, Vassilios; Nikolaraizi, Magda; Tsiakali, Thomai; Kountrias, Polychronis; Koutsogiorgou, Sofia-Marina; Martos, Aineias – Journal of International Special Needs Education, 2014
This paper highlights the framework and discusses the results of an action research project which aimed to facilitate the adoption of assistive technology devices and specialized software by teachers of students with visual impairment via a digital educational game, developed specifically for this project. The persons involved in this…
Descriptors: Action Research, Visual Impairments, Assistive Technology, Special Education Teachers
Peled, Shir; Schocken, Shimon – International Association for Development of the Information Society, 2014
The ability to develop engaging simulations and constructive learning experiences using mobile devices is unprecedented, presenting a disruption in educational practices of historical proportions. In this paper we describe some of the unique virtues that mobile learning hold for early age mathematics education. In particular, we describe how…
Descriptors: Electronic Learning, Mathematics Education, Learning Experience, Educational Practices
Godwin-Jones, Robert – Language Learning & Technology, 2014
There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…
Descriptors: Educational Games, Second Language Learning, Technology Uses in Education, Barriers