NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 5 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Ting-Chia Hsu; Mu-Sheng Chen – Education and Information Technologies, 2025
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of…
Descriptors: College Freshmen, Artificial Intelligence, Logical Thinking, Teaching Methods
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Ragad M. Tawafak; Waleed Mugahed Al-Rahmi; Abdulrahman Alshimai; Ibrahim Yaussef Alyoussef; Ayad Aldaijy – Contemporary Educational Technology, 2025
The importance of gameplay extends beyond mere entertainment, playing a crucial role in shaping behavioral intentions (BIs) in various contexts. This research aims to discover how digital gameplay influences students' BIs, mainly in the context of technology adoption in education. The main objective is to investigate the impact of digital gameplay…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Israel-Fishelson, Rotem; Hershkovitz, Arnon; Eguíluz, Andoni; Garaizar, Pablo; Guenaga, Mariluz – Journal of Educational Computing Research, 2021
Computational Thinking (CT) and creativity are considered two vital skills for the 21st century that should be incorporated into future curricula around the world. We studied the relationship between these two constructs while focusing on learners' personal characteristics. Two types of creativity were examined: creative thinking and computational…
Descriptors: Correlation, Thinking Skills, Creative Thinking, Problem Solving
Vogt, Spencer – ProQuest LLC, 2018
Studies have shown that digital media and digital games can enhance students' learning experience. However, few teachers appear to use digital game-based learning (DGBL) regularly. The purpose of this qualitative study was to understand how middle school teachers use DGBL in the classroom and the factors that positively and negatively influenced…
Descriptors: Middle School Teachers, Teacher Attitudes, Middle School Students, Student Attitudes
Santos, Brian James – ProQuest LLC, 2019
This study investigated the relationship between adult learner attitudes toward technology and learning style. A sample of community college Spanish students in a Midwestern city in the United States was surveyed to determine (a) an attitude score toward Spanish e-instruction based on the Lukow ATUTS (Attitudes toward Using Technology Survey) and…
Descriptors: Adult Students, Cognitive Style, Electronic Learning, Second Language Instruction