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Beserra, Vagner; Nussbaum, Miguel; Oteo, Macarena – Journal of Educational Computing Research, 2019
When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities.…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 2
Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation
Uz, Cigdem; Cagiltay, Kursat – Digital Education Review, 2015
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
Descriptors: Foreign Countries, College Students, Video Games, Interpersonal Competence
Kay, Robin H.; Lauricella, Sharon – Journal of Educational Computing Research, 2011
Over the past 18 years, a number of large scale reviews of the literature have documented that gender differences in computer attitudes, ability, and use tend to favor males. Since the use of laptops in higher education classrooms is increasing, it is important to examine whether this use is disproportionally advantageous to males and…
Descriptors: College Students, Gender Differences, Teaching Methods, Computer Uses in Education
Habgood, M. P. Jacob; Ainsworth, Shaaron E. – Journal of the Learning Sciences, 2011
The concept of "intrinsic motivation" lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of "intrinsic integration" as…
Descriptors: Educational Games, Incentives, Student Motivation, Time on Task