Publication Date
In 2025 | 0 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 2 |
Descriptor
Academic Achievement | 2 |
Foreign Countries | 2 |
Play | 2 |
Achievement Tests | 1 |
Adolescents | 1 |
Artificial Intelligence | 1 |
Attendance | 1 |
Classification | 1 |
Competition | 1 |
Computer Science Education | 1 |
Computer Use | 1 |
More ▼ |
Source
Journal of Computer Assisted… | 2 |
Author
Bülent BASARAN | 1 |
Carpio Cañada, J. | 1 |
Mateo Sanguino, T. J. | 1 |
Merelo Guervós, J. J. | 1 |
Rivas Santos, V. M. | 1 |
Ömer SIMSEK | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Education Level
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Program for International… | 1 |
What Works Clearinghouse Rating
Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
Carpio Cañada, J.; Mateo Sanguino, T. J.; Merelo Guervós, J. J.; Rivas Santos, V. M. – Journal of Computer Assisted Learning, 2015
Limitations of formal learning (e.g., one-way communication, rigid methodology, results-oriented approach) can significantly influence the motivation and expectation of students, thus resulting in an academic progress reduction. In order to make learning processes more playful and motivating, this paper presents a new educational experience…
Descriptors: Foreign Countries, Open Education, Computer Science Education, Artificial Intelligence