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Showing 1 to 15 of 16 results Save | Export
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Ye, Pinghao; Liu, Liqiong; Gao, Linxia; Mei, Quanjun – International Journal of Information and Communication Technology Education, 2020
The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this study, a Model of Factors Affecting Women's continued interest in mobile gaming is comprised of eight variables and relevant…
Descriptors: Females, Computer Games, Telecommunications, Handheld Devices
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Finco, Mateus David; Rocha, Richard Santin; Fão, Rafael Wailla; Santos, Fabiana – International Journal of Game-Based Learning, 2018
The aim of this article was to analyze how players of Pokémon GO could adopt a healthier and active lifestyle meanwhile or after using the game, observing how active they could become in their daily routines. The methodology involved a qualitative analysis involving a sample with players who were invited to complete an online questionnaire to…
Descriptors: Physical Activities, Qualitative Research, Life Style, Questionnaires
Debeauvais, Thomas – ProQuest LLC, 2016
Game designers and researchers agree that the main motivation for starting playing a game is challenge. It is only a small step to say that when the game becomes too difficult, players can become frustrated and quit. While extensive work shows that challenge is central in player enjoyment, its influence on player retention has received little…
Descriptors: Persistence, Mixed Methods Research, Interviews, Online Surveys
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O'Connor, Jane; Fotakopoulou, Olga – Contemporary Issues in Early Childhood, 2016
The rise in personal ownership of touch-screen technology such as iPads and smartphones in the UK in recent years has led to the increasing use of such technology by babies and very young children. This article explores this practice via an online parental survey with 226 UK parents of children aged 0-3 years within the context of the current…
Descriptors: Handheld Devices, Foreign Countries, Parent Surveys, Online Surveys
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Wendel, Viktor; Krepp, Stefan; Gutjahr, Michael Oliver; Göbel, Stefan; Steinmetz, Ralf – International Journal of Game-Based Learning, 2015
In collaborative learning scenarios, the role of the instructor is vital. This aspect directly carries over to the concept of collaborative multiplayer Serious Games, where a group of players is learning together using a Serious Game. In this paper, the authors propose a novel approach for integration and support of instructors in collaborative…
Descriptors: Computer Games, Cooperative Learning, Questionnaires, Teacher Role
Meishar-Tal, Hagit; Ronen, Miky – International Association for Development of the Information Society, 2016
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown". The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Computer Games, Teacher Attitudes, Electronic Learning, Learning Experience
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Stiller, Anja; Schwendemann, Hanna; Bleckmann, Paula; Bitzer, Eva-Maria; Mößle, Thomas – Health Education, 2018
Purpose: The purpose of this paper is twofold: first, to introduce MEDIA PROTECT, a multi-modal intervention for parents and teachers with six components preventing problematic, and in the long run addictive, use of screen media by children; second, to present results of a formative evaluation of the teacher training, an important component of the…
Descriptors: Teacher Role, Formative Evaluation, Faculty Development, Training
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Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
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Annansingh, Fenio; Veli, Thomas – Interactive Technology and Smart Education, 2016
Purpose: This paper aims to investigate children interaction in cyberspace and their use of Web 2.0 technologies. It sought their perception of internet risks as well as their knowledge and experience with electronic safety (e-safety) measures. It also considered parents', teachers' and other stakeholders' perception of internet risks, e-safety…
Descriptors: Internet, Child Safety, Web 2.0 Technologies, Attitude Measures
Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson – International Association for Development of the Information Society, 2014
This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…
Descriptors: Foreign Countries, College Students, Student Surveys, Online Surveys
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Callaghan, Noelene – Educational Media International, 2016
This research paper identifies the way in which Minecraft Edu can be used to contribute to the teaching and learning of secondary students via a multiple case research study. Minecraft Edu is recognised as a gamification tool that enables its users to create and evaluate project-based learning activities within a classroom context. Learning…
Descriptors: Robotics, Information Technology, Electronic Learning, Educational Games
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Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games
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Mehigan, Tracey J.; Pitt, Ian – International Journal of Game-Based Learning, 2012
Adaptive learning systems tailor content delivery to meet specific needs of the individual for improved learning-outcomes. Learning-styles and personalities are usually determined through the completion of questionnaires. There are a number of models available for this purpose including the Myer-Briggs Model (MBTI), the Big Five Model, and the…
Descriptors: Cognitive Style, Teaching Methods, Educational Games, Telecommunications
Ito, Mizuko; Horst, Heather; Bittanti, Matteo; Boyd, Danah; Herr-Stephenson, Becky; Lange, Patricia G.; Pascoe, C.J.; Robinson, Laura – John D. and Catherine T. MacArthur Foundation, 2008
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today's youth may be coming of age and struggling for autonomy and identity as did their…
Descriptors: Ecology, Youth, Ethnography, Video Technology
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