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Turan, Zeynep; Kucuk, Sevda; Karabey, Sinem Cilligol – Participatory Educational Research, 2022
This study aimed to investigate the pre-service teachers' behavioural intentions about using gamification tools and the critical factors affecting their usage. The data were collected from 313 pre-service teachers from two large-scale universities in Turkey through a questionnaire with seven constructs: perceived ease of use, usefulness,…
Descriptors: Preservice Teachers, Intention, Educational Games, Student Attitudes
Shea, Andrea Misao – ProQuest LLC, 2014
Communication is a key component in learning a second language (L2). As important as the "ability" to communicate in the L2 is the willingness to use the L2 or, what has been identified in the literature as "Willingness to Communicate" (WTC). Language is best learned when situated in, and based on, real-life experiences.…
Descriptors: Second Language Learning, Communication Strategies, Teaching Methods, Technology Uses in Education
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Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
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Appel, Markus – Computers & Education, 2012
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged…
Descriptors: Computer Literacy, Adolescents, Media Literacy, Internet
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Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Tsui-Fang; Chen, Yu-Ju – Turkish Online Journal of Educational Technology - TOJET, 2012
In this modern and technologically dependent society, people seek to improve human performance, get higher productivity and increase user satisfaction with technologies. In Chinese society, Chinese Idiom learning plays an important role in vocabulary learning which cultural and social functions are involved. Therefore, an online game named…
Descriptors: Foreign Countries, Computer Games, Least Squares Statistics, Vocabulary Development