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Koç, Feden – International Journal of Technology in Education, 2023
In this study, it is aimed to determine the effect of video game playing time on academic performance of students who play video games and take computerized accounting courses at Usak University and attend computerized accounting courses. The data obtained with the questionnaire applied to a total of seventy students within the scope of the study…
Descriptors: Video Games, Accounting, College Students, Educational Technology
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Benedict, Cathy; O'Leary, Jared – Action, Criticism, and Theory for Music Education, 2019
Recent initiatives by for-profit corporations and funding measures instituted by governments intend to support the preparation of students for careers in computer science and technology. Although such initiatives and measures can indeed increase opportunities for students' engagement with computer science and technology in K-12 schools, we…
Descriptors: Music, Music Education, Music Teachers, Freedom
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American Journal of Play, 2017
Jon-Paul C. Dyson is vice president for exhibits and director of the International Center for the History of Electronic Games (ICHEG) at The Strong. Trained as a cultural and intellectual historian, he joined The Strong in 1998 and has worked on and supervised the development of dozens of exhibits on play and video games. He initiated the museum's…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Play
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Hitchens, Michael; Tulloch, Rowan – Interactive Technology and Smart Education, 2018
Purpose: The research described here presents an approach to gamification for the classroom. The purpose of this paper is to determine whether students would perceive the gamification activities in a positive light. Previous research has contended that students need a positive mental attitude for effective learning. The core question was to…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Student Attitudes
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Lau, Kung Wong; Kan, Chi Wai; Lee, Pui Yuen – International Journal of Information and Learning Technology, 2017
Purpose: The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced. Design/methodology/approach: To implement the suggested…
Descriptors: Educational Technology, Technology Uses in Education, Chemistry, Simulated Environment
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Övez, Filiz Tuba Dikkartin; Kiyici, Ozan Deniz – World Journal of Education, 2018
The aim of this study is to determine the opinions of 6th grade students towards teaching applications developed on the basis of Planning-Practicing-Evaluation model which is an ICT integration model for effective mathematics teaching. While teaching process was designed, Moodle which is a learning management system was used in order to use…
Descriptors: Grade 6, Student Attitudes, Educational Technology, Technology Uses in Education
Gusev, Dmitri A.; Swanson, Dewey A. – Association Supporting Computer Users in Education, 2017
Facing the need to introduce new approaches to teaching the art of programming to undergraduate Computer and Information Technology (CIT) students as part of the transition of the former Purdue College of Technology to the novel concept and status of Purdue Polytechnic, we came up with the idea of offering a pilot 300-level course entitled…
Descriptors: Educational Technology, Technology Uses in Education, Undergraduate Study, Programming
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Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games
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Yilmaz, Turkan Karakus; Cagiltay, Kursat – Contemporary Educational Technology, 2016
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Descriptors: Simulated Environment, Computer Simulation, Observation, Interviews
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Sasi, Sabri; Chang, Maiga; Altinay-Aksal, Fahriye; Kayimbasioglu, Dervis; Dervis, Huseyin; Kinshuk; Altinay-Gazi, Zehra – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning…
Descriptors: Preschool Children, Early Childhood Education, Educational Technology, Technology Integration
Mitchell, Rebecca; DeBay, Dennis – Learning & Leading with Technology, 2012
Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…
Descriptors: Educational Technology, Video Games, Simulation, Computer Software
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Shih, Ching-Hsiang; Chung, Chiao-Chen; Shih, Ching-Tien; Chen, Ling-Che – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The latest researches have adopted software technology turning the Nintendo Wii Balance Board into a high performance standing location detector. This study extended Wii Balance Board functionality to assess whether two people with developmental disabilities would be able to actively perform designated physical activities according to simple…
Descriptors: Stimulation, Physical Activities, Developmental Disabilities, Computer Software
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Kwon, Jungmin – Intervention in School and Clinic, 2012
Computer and video games have much in common with the strategies used in special education. Free resources for game development are becoming more widely available, so lay computer users, such as teachers and other practitioners, now have the capacity to develop games using a low budget and a little self-teaching. This article provides a guideline…
Descriptors: Educational Technology, Computer Games, Video Games, Teaching Methods
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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
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Descriptors: Blended Learning, Educational Technology, Online Courses, Virtual Classrooms
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