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Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
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Ruipérez-Valiente, Jose A.; Muñoz-Merino, Pedro J.; Kloos, Carlos Delgado; Niemann, Katja; Scheffel, Maren; Wolpers, Martin – IEEE Transactions on Learning Technologies, 2016
Self-regulated learning (SRL) environments provide students with activities to improve their learning (e.g., by solving exercises), but they might also provide optional activities (e.g., changing an avatar image or setting goals) where students can decide whether they would like to use or do them and how. Few works have dealt with the use of…
Descriptors: Metacognition, Learning Processes, Case Studies, Learning Activities