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Türkan Karakus Yilmaz; Zafer Yilmaz; Ömer Arpacik – Journal of Educational Computing Research, 2025
This study compares museum-related knowledge, museum learning experiences and cognitive load based on task types presented via a mobile application during a museum virtual tour. The study involved three experiments, each examining the effects of different task types. In the first experiment, tasks varied by difficulty (easy vs. difficult), in the…
Descriptors: Cognitive Ability, Museums, Computer Simulation, Information Technology
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Valcke, Alanna; Nilsen, Elizabeth S. – Journal of Cognition and Development, 2023
To successfully navigate their social worlds, children must adapt their behaviors to diverse situations and do so in a fluid fashion. The current study explored preschool-aged children's sensitivity to a gameplay context (cooperative/competitive) and messages from another (fictional) player (team-oriented/self-oriented) while distributing gameplay…
Descriptors: Task Analysis, Audio Equipment, Social Behavior, Child Behavior
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Alhebshi, Amal Abdullah; Gamlo, Nada – Arab World English Journal, 2022
Mastering vocabulary can be a challenge as a great deal of information is delivered in intensive English courses. This study investigates the effects of mobile games on EFL students' vocabulary acquisition via the "Quizizz" application. A total of 56 female foundation year students from a Saudi Arabian university participated in this…
Descriptors: Computer Games, Computer Assisted Instruction, Intensive Language Courses, Second Language Learning
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Sawaya, Helen; McGonigle-Chalmers, Maggie; Kusel, Iain – International Journal of Developmental Disabilities, 2021
Objectives: The aim of the study is to distinguish between perceptuomotor and cognitive inflexibility as the source of set-switching difficulties in children with autism spectrum disorder (ASD). Methods: Seventeen adolescents with ASD and 17 neurotypical controls were presented with a computerized sequencing game using colored shapes. The sequence…
Descriptors: Autism, Pervasive Developmental Disorders, Adolescents, Perceptual Motor Learning
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Shih, Shu-Chuan; Kuo, Bor-Chen; Lee, Shu-Juan – Educational Psychology, 2019
This study established an online game-based assessment to explore third and fourth graders' performance of computational estimation in addition and subtraction. Students' computational estimation strategies could be automatically recorded and classified in this assessment, and the Higher-Order DINA model was used as a measurement model in order to…
Descriptors: Grade 3, Grade 4, Elementary School Students, Computation
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Chang, Chi-Cheng; Warden, Clyde A.; Liang, Chaoyun; Lin, Guan-You – Australasian Journal of Educational Technology, 2018
The purpose of this study was to examine differences in learning achievement, flow, and overall cognitive load between digital game-based learning (DGBL) and traditional computer-based learning (CBL). This study was conducted with 103 Taiwan college students: 50 college students in the experimental group used DGBL; 53 students in the control group…
Descriptors: Computer Games, College Students, Academic Achievement, Foreign Countries
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
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Rasmusson, Maria; Åberg-Bengtsson, Lisbeth – Scandinavian Journal of Educational Research, 2015
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investigate gender differences in this factor (if found), and (3) to explore how computer game playing might relate to digital reading performance and gender. The analyses were conducted with structural equation modeling techniques. In addition to an overall…
Descriptors: Foreign Countries, Reading Achievement, Student Evaluation, Educational Games
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Goldin, Andrea Paula; Segretin, Maria Soledad; Hermida, Maria Julia; Paz, Luciano; Lipina, Sebastian Javier; Sigman, Mariano – Mind, Brain, and Education, 2013
Working memory and planning are fundamental cognitive skills supporting fluid reasoning. We show that 2 games that train working memory and planning skills in school-aged children promote transfer to 2 different tasks: an attentional test and a fluid reasoning test. We also show long-term improvement of planning and memory capacities in…
Descriptors: Short Term Memory, Grade 3, Elementary School Students, Cognitive Ability
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Dejonckheere, Peter J. N.; Desoete, Annemie; Fonck, Nathalie; Roderiguez, Dave; Six, Leen; Vermeersch, Tine; Vermeulen, Lies – Electronic Journal of Research in Educational Psychology, 2014
Introduction: In the present study we used a metaphorical representation in order to stimulate the numerical competences of six-year-olds. It was expected that when properties of physical action are used for mathematical thinking or when abstract mathematical thinking is grounded in sensorimotor processes, learning gains should be more pronounced…
Descriptors: Mathematics Instruction, Number Concepts, Elementary School Mathematics, Numeracy
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Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2018
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2018, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Modern psychology offers a large range of scientific fields where it can be applied. The goal of understanding individuals and…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology