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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
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Porter, Jill – Journal of Computer Assisted Learning, 2022
Background: Despite the interest and potential of multi touch devices, there are limited published studies researching their effectiveness and usability specifically with children with Down syndrome, one of the most common groups of children with an intellectual disability. This is particularly true for mathematical learning, an area in which many…
Descriptors: Educational Technology, Down Syndrome, Students with Disabilities, Mathematics Instruction
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Fadda, Daniela; Pellegrini, Marta; Vivanet, Giuliano; Zandonella Callegher, Claudio – Journal of Computer Assisted Learning, 2022
Background: Motivation is an important factor in the learning process and supporting students' motivation in mathematics is a significant challenge for educators. Educational technologies, such as digital games, offer potential for engagement in mathematics learning activities. Objectives: To contrast the general decrement in student motivation in…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Student Motivation
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Eniko Orsolya Bereczki; Zsofia K. Takacs; J. Elizabeth Richey; Huy A. Nguyen; Michael Mogessie; Bruce M. McLaren – Journal of Computer Assisted Learning, 2024
Background: Mindfulness practices enhance executive function skills and academic achievement, spurring interest in integrating mindfulness interventions into education. Embedding mindfulness practice into a digital math game may provide a low-cost, scalable way to induce mindfulness and boost game-based learning, yet this approach remains…
Descriptors: Metacognition, Educational Games, Video Games, Game Based Learning
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Samur, Yavuz – Journal of Computer Assisted Learning, 2019
Learning letters is an important area of language learning, conducive to the beginning of reading and writing. Indeed, today's generation prefers to learn through digital games rather than through formal teaching processes. Inspired by this need, the researcher designed this study (a) to test the effectiveness of an instructional digital game,…
Descriptors: Teaching Methods, Kindergarten, Telecommunications, Handheld Devices
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Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction
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Girard, C.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2013
Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…
Descriptors: Educational Games, Video Games, Meta Analysis, Learner Engagement
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Perrotta, C.; Evans, M. A. – Journal of Computer Assisted Learning, 2013
This paper argues that the emphasis on orchestration as a metaphor for teaching in technology-enhanced learning (TEL) environments, featured in recent academic discussions, is an opportunity to broaden the scope of the inquiry into educational technology. Drawing on sociological literature and research that investigated the systemic factors that…
Descriptors: Instructional Design, Politics of Education, Information Technology, Educational Technology
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Klopfer, E.; Sheldon, J.; Perry, J.; Chen, V. H. -H. – Journal of Computer Assisted Learning, 2012
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In…
Descriptors: Electronic Learning, Educational Technology, Educational Games, Learning Activities
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Lazarou, D. – Journal of Computer Assisted Learning, 2011
The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could…
Descriptors: Design Requirements, Educational Games, Science Education, Science Instruction