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Korhonen, Vesa; Räty, Hannu; Kärnä, Eija – International Journal of Special Education, 2018
Individuals with autism often exhibit atypical levels of attention to eyes. High support need and minimally verbal individuals with autism have typically received less attention in research. This study explored a preference based computer game to include the less-studied individuals with autism in their own school environment. Four high support…
Descriptors: Autism, Computer Games, Preferences, Eye Movements
Fokides, Emmanuel – Education and Information Technologies, 2018
The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6-7, 8-9, and 11-12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital…
Descriptors: Elementary School Students, Elementary School Mathematics, Educational Games, Computer Games
Fokides, Emmanuel – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…
Descriptors: Programming, Computer Games, Elementary School Students, Teaching Methods
Saito, Daisuke; Washizaki, Hironori; Fukazawa, Yoshiaki – Journal of Information Technology Education: Research, 2017
Aim/Purpose: When learning to program, both text-based and visual-based input methods are common. However, it is unclear which method is more appropriate for first-time learners (first learners). Background: The differences in the learning effect between text-based and visual-based input methods for first learners are compared the using a…
Descriptors: Programming, Computer Science Education, Comparative Analysis, Questionnaires
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Martin-SanJose, Juan-Fernando; Juan, M. -Carmen; Mollá, Ramón; Vivó, Roberto – Interactive Learning Environments, 2017
Advanced displays and natural user interfaces (NUI) are a very suitable combination for developing systems to provide an enhanced and richer user experience. This combination can be appropriate in several fields and has not been extensively exploited. One of the fields that this combination is especially suitable for is education. Nowadays,…
Descriptors: Computer Interfaces, Visual Aids, Teaching Methods, Computer Games
Agudo, J. Enrique; Rico, Mercedes; Sánchez, Héctor – Digital Education Review, 2015
Based on the assumption that educational software addressing Primary school learners must comprise a set of features to encourage children's creativity and development, the appropriate design of second language hypermedia adaptive games for Primary School children can pose a wide range of challenges both for the language teacher and computer…
Descriptors: Foreign Countries, Preschool Education, Hypermedia, Web Based Instruction
Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong – Educational Technology & Society, 2017
Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…
Descriptors: Teacher Attitudes, Teacher Surveys, Experienced Teachers, Beginning Teachers
Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong – Interactive Learning Environments, 2015
Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…
Descriptors: Foreign Countries, Concept Mapping, Educational Games, Computer Games
De Wilde, Vanessa; Eyckmans, June – Studies in Second Language Learning and Teaching, 2017
In this paper the incidental language acquisition of 11-year-old Flemish children (n = 30) who have not received any formal English instruction is investigated. The study looks into children's English proficiency and the learner characteristics that can be associated with it. In order to measure the children's English proficiency, a receptive…
Descriptors: Second Language Learning, English (Second Language), Linguistic Input, Native Language
Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai – Educational Technology & Society, 2014
Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In addition,…
Descriptors: Self Esteem, Mathematics Instruction, Mathematics Skills, Educational Games
Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
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