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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

Livingston, Lori A.; And Others – Journal of Research on Computing in Education, 1992
Describes a study that was conducted to monitor the eye movement behaviors of microcomputer users working with an instructional game under varying color conditions. Eye movement is discussed; the computer software is explained; and implications of the results for further research and for courseware designers are suggested. (21 references) (LRW)
Descriptors: Adult Learning, Color, Computer Assisted Instruction, Computer Games

Perzov, Aviva; Kozminsky, Ely – Computers in the Schools, 1989
Describes an empirical study of the effect of computer game practice on the improvement of skills that are related to visual perception in young children. Treatment of experimental and control groups of kindergarten children in Israel are described, and recommendations for the use of computer games versus educational games are given. (23…
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Courseware

Malouf, David B. – Journal of Special Education, 1988
Learning-disabled sixth through eighth grade students (n=25) received vocabulary instruction involving matching negation prefixes to root words. The students used an instructional computer game or a computer program that operated identically but without game features. Both programs produced equal gains in task skill, but the game produced higher…
Descriptors: Achievement Gains, Comparative Analysis, Computer Games, Courseware

Bahr, Christine M.; Rieth, Herbert J. – Computers in the Schools, 1989
Discussion of the use of microcomputers by special education students highlights a study that compared the effects of a drill and practice program with an instructional computer game on the acquisition of multiplication skills among junior high and high school learning disabled students. (22 references) (LRW)
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games

Edwards, Laurie D. – Journal of Mathematical Behavior, 1992
Two studies to determine how students interact with two microworlds that reflect a constructivist view of learning investigated students' goals during interaction, strategies utilized to achieve their goals, changes in goals during interaction, and common patterns of interaction and learning. Concludes that well-designed games enable students to…
Descriptors: Cognitive Processes, Cognitive Style, Computer Assisted Instruction, Computer Games

Rieber, Lloyd P.; Luke, Nancy; Smith, Jan – Meridian, 1998
Describes KID DESIGNER, a project that emphasizes play as a lifelong learning process by teaching elementary school students how to design their own educational computer games that embed content from subjects studied in the classroom. Topics include constructivism; cooperative learning; project-based activities; prior learning; group dynamics; and…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Software Development, Constructivism (Learning)
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games