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Namli, Sevinç; Demir, Gönül Tekkursun – Turkish Online Journal of Educational Technology - TOJET, 2020
The fact that the passion for digital gaming, which brings a sedentary lifestyle, replaces traditional games requiring exercise and physical education also has a negative impact on the health of children and adolescents. In this study, it was aimed to examine and evaluate high school students' attitudes towards digital gaming and sports by certain…
Descriptors: Athletics, Computer Games, Correlation, High School Students
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Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
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Choosri, Noppon; Pookao, Chompoonut – International Association for Development of the Information Society, 2017
The intervention for cognitive language development is required to conduct at the young ages. As children usually gain the skill through their plays, this study proposed a physical interactive game to help children improve their language skill in both Thai and English language for pre-schooler. The motivation of this research is to create a game…
Descriptors: Foreign Countries, Cognitive Development, Language Skills, Preschool Children
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Page, Tom; Thorsteinsson, Gisli – Journal on Educational Psychology, 2017
This article reports a study that aimed to contribute to the theory of good toy design in terms of the value of using toys for children development. Moreover, the study attempts to evaluate ways in which children play and study the toys they commonly use with respect to how it influence their adulthood. The authors firstly looked into the…
Descriptors: Toys, Design, Child Development, Interviews
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Salminen, Jonna; Koponen, Tuire; Räsänen, Pekka; Aro, Mikko – Mathematical Thinking and Learning: An International Journal, 2015
Weaknesses in early number skills have been found to be a risk factor for later difficulties in mathematical performance. Nevertheless, only a few intervention studies with young children have been published. In this study, the responsiveness to early support in kindergarteners with most severe difficulties was examined with two different computer…
Descriptors: At Risk Students, Kindergarten, Mathematics Skills, Computer Assisted Instruction
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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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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
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Khan, Misbah Mahmood; Reed, Jonathan – International Journal of Virtual and Personal Learning Environments, 2011
Games Based Learning needs to be linked to good learning theory to become an important educational intervention. This study examines the effectiveness of a collection of computer games called Neurogames®. Neurogames are a group of computer games aimed at improving reading and basic maths and are designed using neuropsychological theory. The…
Descriptors: Teaching Methods, Educational Games, Computer Games, 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