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Showing 1 to 15 of 27 results Save | Export
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Feng Feng; Wenxia Yang – Education and Information Technologies, 2025
The emergence of digital game types has opened up significant opportunities to facilitate language acquisition through feedback provision, attracting diverse research strands to explore their potential as arenas for technology-assisted language learning. This study investigates the effects of learner-, peer-, and collaborative-regulated feedback…
Descriptors: Foreign Countries, Computer Games, Game Based Learning, Feedback (Response)
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Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
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Allsop, Yasemin – British Journal of Educational Technology, 2016
In this paper, children's mental activities when making digital games are explored. Where previous studies have mainly focused on children's learning, this study aimed to unfold the children's thinking process for learning when making computer games. As part of an ongoing larger scale study, which adopts an ethnographic approach, this research…
Descriptors: Computer Games, Children, Video Technology, Group Discussion
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Thomas, Antonio Lamar – Turkish Online Journal of Educational Technology - TOJET, 2017
The relatively little amount of time that some college students spend reading their textbooks outside of the classroom presents a significant threat to their academic success. Using Prenksy's (2001) digital game-based learning (DGBL) principles and Astin's student involvement theory as frameworks, the purpose of this true experiment was to…
Descriptors: Textbooks, Electronic Publishing, Textbook Content, Two Year College Students
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
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Gecu, Zeynep; Cagiltay, Kursat – International Journal of Game-Based Learning, 2015
Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
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Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
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Kuo, Ming-Shiou; Chuang, Tsung-Yen – International Journal of Distance Education Technologies, 2013
The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…
Descriptors: Design, Cognitive Processes, Thinking Skills, Creativity
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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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Yamaguchi, Ryoko; Hall, Adam – National Center for Education Research, 2017
Between 2002 and 2014, the Institute of Education Sciences (Institute) supported over 400 projects focused on education technology through the National Center for Education Research (NCER) and the National Center for Special Education Research (NCSER). The majority of this work has been funded through Education Technology research topics of NCER…
Descriptors: Educational Technology, Educational Research, Research Projects, Public Agencies
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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen – Educational Technology & Society, 2013
Learning styles are considered to be one of the factors that need to be taken into account in developing adaptive learning systems. However, few studies have been conducted to investigate if students have the ability to choose the best-fit e-learning systems or content presentation styles for themselves in terms of learning style perspective. In…
Descriptors: Cognitive Style, Student Needs, Educational Games, Cognitive Processes
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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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Halpern, Diane F.; Millis, Keith; Graesser, Arthur C.; Butler, Heather; Forsyth, Carol; Cai, Zhiqiang – Thinking Skills and Creativity, 2012
Operation ARA (Acquiring Research Acumen) is a computerized learning game that teaches critical thinking and scientific reasoning. It is a valuable learning tool that utilizes principles from the science of learning and serious computer games. Students learn the skills of scientific reasoning by engaging in interactive dialogs with avatars. They…
Descriptors: Critical Thinking, Tutoring, Thinking Skills, Educational Games
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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
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