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Xodabande, Ismail – International Journal of Education and Literacy Studies, 2018
In recent years, increasing availability of digital technologies and internet connection for the majority of global population has affected almost every aspect of modern life including education and language learning. As a result, the face of language learning is changing both inside and outside the classroom and there is an ever growing need to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Preferences
Martinez, Cristobal M.; Ingram-Goble, Adam; Twist, Kade L.; Chacon, Raven – Educational Technology, 2016
This article reviews the design and implementation of a game as an instrument for dialogue, both as a social tool and a shared interface for music performance. Beyond describing the design of "Game Remains," the article shares the details of an impact story of how an installation in Guelph's Musagetes Boarding House Arts in Canada has…
Descriptors: Play, Educational Games, Computer Games, Educational Technology
Fisch, Shalom M. – New Directions for Child and Adolescent Development, 2013
It is increasingly common for an educational media project to span several media platforms (e.g., TV, Web, hands-on materials), assuming that the benefits of learning from multiple media extend beyond those gained from one medium alone. Yet research typically has investigated learning from a single medium in isolation. This paper reviews several…
Descriptors: Educational Media, Multimedia Materials, Educational Technology, Comparative Analysis
Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune – Computers & Education, 2012
This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…
Descriptors: College Students, Computer Games, Preschool Children, Kindergarten
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
Carver, Diane – Techniques: Connecting Education and Careers (J3), 2012
Getting students to learn new technology skills can be a challenge. After all, they know everything about computers and the Internet, right? Ninth grade students in Mrs. Aszklar's Digital Media Tools ("Digitools") class at Spanaway Junior High in Washington state quickly discovered they might not know as much as they thought. From…
Descriptors: Computer Uses in Education, Internet, Employees, Computer Games
Masek, Martin; Murcia, Karen; Morrison, Jason – Australian Educational Computing, 2012
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
Descriptors: Foreign Countries, Science Curriculum, Handheld Devices, Material Development
Kutay, Cat; Mooney, Janet; Riley, Lynette; Howard-Wagner, Deirdre – Australian Journal of Indigenous Education, 2012
This article explores a project at the Koori Centre, University of Sydney, funded by the Australian Learning and Teaching Council (ALTC) in 2011, titled "Indigenous On-Line Cultural Teaching and Sharing". One of the team members (Kutay) was also a project team member on the ALTC-funded project "Exploring PBL in Indigenous Australian…
Descriptors: Foreign Countries, Indigenous Populations, Indigenous Knowledge, Cultural Education
Nachimuthu, K.; Vijayakumari, G. – Journal of Educational Technology, 2011
A game is a set of activities involving one or more players. It has goals, constraints, payoffs, and consequences. A game is rule-guided and artificial in some respects. (Richard Wilson, 2010). According to Garris et al. (2002), define educational game play as "voluntary, nonproductive, and separate from the real world"; and they found…
Descriptors: Educational Games, Learning Activities, Thinking Skills, Skill Development
Barres, David Griol; Carrion, Zoraida Callejas; Lopez-Cozar Delgado, Ramon – IGI Global, 2013
By providing students with the opportunities to receive a high quality education regardless of their social or cultural background, inclusive education is a new area that goes beyond traditional integration approaches. These approaches hope to provide the educative system with the ability to adapt to the diversity of its students. Technologies for…
Descriptors: Inclusion, Educational Technology, Virtual Classrooms, Educational Quality
Hernandez, Pedro; Gonzalez, Jose Luis – International Journal for Technology in Mathematics Education, 2011
The main purpose of this paper is to present an ongoing research study on the evolution of pre-numerical and pre-inductive levels of ordinal thought in students from three to seven years old. Our methodology is based on multimedia technology, an automatic and objective record of the data and minimal interaction between students and researcher. A…
Descriptors: Foreign Countries, Models, Measurement, Urban Schools
Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching

Ludwig, Jessica; Green, Lauren – 1998
This paper describes the development, design, and implementation of an educational multimedia program. The program, "Jungle Quest," combined HyperStudio and word study in a game for classroom use. Methods for word study provide a carefully sequenced teaching of phonics, vocabulary, and spelling following children's natural stages of…
Descriptors: Active Learning, Computer Assisted Instruction, Computer Games, Computer Software Development
Hijon-Neira, Raquel, Ed. – InTech, 2009
The education industry has obviously been influenced by the Internet revolution. Teaching and learning methods have changed significantly since the coming of the Web and it is very likely they will keep evolving many years to come thanks to it. A good example of this changing reality is the spectacular development of e-Learning. In a more…
Descriptors: Computer Assisted Instruction, Educational Technology, Internet, Feedback (Response)
Jones, Marshall G. – 1998
A difficult task in creating rich, exploratory interactive learning environments is building an environment that is truly engaging. Engagement can be defined as the nexus of intrinsic knowledge and/or interest and external stimuli that promote the initial interest in, and continued use of a computer-based learning environment. Complete and total…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Interfaces, Computer Software Development
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