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Aisyah Saad Abdul Rahim; Kee Man Chuah – Electronic Journal of e-Learning, 2024
This research explores the development, execution, and student feedback on a multi-themed digital escape room (ER) activity, designed for teaching medicinal chemistry during the COVID-19 pandemic. It aimed to examine students' perceptions of the ER activity, focusing on its effectiveness in enriching students' understanding of medicinal chemistry…
Descriptors: Foreign Countries, Chemistry, Undergraduate Students, Pharmaceutical Education
Uluay, Gulsah; Dogan, Alev – Universal Journal of Educational Research, 2016
The main purpose of the study is to introduce Kodu Game Lab that is created by Microsoft as an example for technology integration into learning process to pre-service science teachers with MAGDAIRE framework. The participants were in a special teaching methods course at a university in Turkey during the fall 2015 semester. Mix method research…
Descriptors: Preservice Teachers, Technology Integration, Computer Games, Science Activities

Bauza, Guillem Bou; Gelabert, Miquel Essomba – Educational Media International, 1995
A computer game was created to increase student awareness of major philosophical and ethical questions, and to teach them to analyze the history of humanity from a multicultural perspective. Discussion includes objectives, strategy, design, how pedagogical requirements are met, and initiating changes in attitudes. (AEF)
Descriptors: Attitude Change, Computer Games, Computer Software Development, Courseware
Peachey, Paul; Jones, Paul; Jones, Amanda – Electronic Journal of e-Learning, 2006
This paper presents an empirical study involving initiatives that encouraged students to log onto online courses in entrepreneurship delivered by the University of Glamorgan. The aim of the research was to explore items of interest to the online students that may increase participation in the forums and hence potentially enhanced engagement with…
Descriptors: Student Participation, Student Motivation, Motivation Techniques, Online Courses

Russell, Glenn – Australian Journal of Education, 1994
Based on the presumed criteria by which Australian secondary school teachers would select computer software for their students' use, an adventure game concerning Australian gold rushes was developed. It and other games were tested by students in and outside the classroom. Criteria for selecting appropriate software for student use were identified.…
Descriptors: Computer Games, Computer Software Development, Computer Software Evaluation, Computer Software Selection

Perzov, Aviva; Kozminsky, Ely – Computers in the Schools, 1989
Describes an empirical study of the effect of computer game practice on the improvement of skills that are related to visual perception in young children. Treatment of experimental and control groups of kindergarten children in Israel are described, and recommendations for the use of computer games versus educational games are given. (23…
Descriptors: Analysis of Variance, Computer Assisted Instruction, Computer Games, Courseware
Kitchenham, Andrew – 1998
Since 1993, the Critical Thinking Cooperative (TC2) has initiated projects with school districts and universities throughout British Columbia. To date, the main emphasis has been on social studies, with the exception of some recent work in language arts. This paper investigates the application of the TC2 model of critical thinking to computers,…
Descriptors: Computer Assisted Instruction, Computer Games, Cooperative Programs, Courseware

Wishart, Jocelyn; Canter, David – Computers and Education, 1988
Reports the development of a classification system for microcomputer-based software according to the depth and type of involvement of the user with the software. Three studies are discussed that used the facet approach, multivariate statistical procedures, and questionnaires to investigate types of involvement produced by computer programs. (18…
Descriptors: Classification, Computer Assisted Instruction, Computer Games, Courseware
Bezard, M.; Bourguignon, C. – 1994
This overview of available technologies and how they can be used in teaching languages is divided into three sections. The first, "Multimedia Inputs," examines digitized multimedia tools and their role in language courses, electronic books, encyclopedias and dictionaries, and games, and takes a closer look at "unimedia"…
Descriptors: Audiovisual Aids, Computer Assisted Instruction, Computer Games, Courseware
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games
Acikalin, Mehmet; Duru, Erdinc – Turkish Online Journal of Educational Technology - TOJET, 2005
Nowadays, the use of technology in education has become more popular. Special attention has been given to the adaptation of computer technology into teaching-learning process for effective learning and increasing students' achievement. In recent years, it has been realized that there is an immense benefit in applying computer technology in the…
Descriptors: Social Studies, Computer Uses in Education, Classroom Techniques, Drills (Practice)