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Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Artificial Intelligence in Education, 2016
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players'…
Descriptors: Case Studies, Questionnaires, Electronic Learning, Educational Games
Arishi, Sultan A. M. – Teaching English with Technology, 2012
This paper identified attitudes toward CALL of students studying English as a foreign language (EFL) at industrial colleges in Saudi Arabia. Seventy students who were enrolled in the orientation year of an English program were chosen to participate in this study by expressing their attitudes toward CALL. Standardized and local instruments were…
Descriptors: Student Attitudes, Industrial Education, College Students, Computer Assisted Instruction
Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan – Journal of Attention Disorders, 2010
Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour.…
Descriptors: Computers, Games, Time on Task, Scores
Solomonidou, Christina; Garagouni-Areou, Fotina; Zafiropoulou, Maria – Journal of Educational Multimedia and Hypermedia, 2004
The study investigated the effects of Information and Communication Technologies (ICT) use on pupils with Attention Deficit Hyperactivity Disorder (ADHD) symptoms. Nine Greek primary school pupils with ADHD symptoms and four others with no such deficit worked on a computer, either individually or collaboratively, once a week for a six-week period.…
Descriptors: Computer Software, Hyperactivity, Attention Deficit Disorders, Student Behavior