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Atalay, Ahmet; Topuz, Arif Cem – Universal Journal of Educational Research, 2018
In this study, the aim is to examine the most popular eSport applications at a global scale. In this context, the App Store and Google Play Store application platforms which have the highest number of users at a global scale were focused on. For this reason, the eSport applications included in these two platforms constituted the sampling of the…
Descriptors: Telecommunications, Handheld Devices, Athletics, Qualitative Research
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Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
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Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to investigate the digital addiction (DA) level of the university students according to their purposes for using digital tools. 527 students studying at the faculties of education of Erzincan, Dicle, and Siirt Universities participated this study in which general survey model was used. A form was used to reveal for which…
Descriptors: College Students, Addictive Behavior, Student Surveys, Internet
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Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
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Wu, Anise M. S.; Lau, Joseph T. F.; Cheng, Kit-man; Law, Rita W.; Tse, Vincent W. S.; Lau, Mason M. C. – Journal of Early Adolescence, 2018
Internet addiction (IA) is prevalent among adolescents and imposes a serious public health threat. Familial risk and protective factors may co-exist and interact with each other to determine IA. We conducted a cross-sectional survey among 9,618 Secondary 1 to 4 students in Hong Kong, China. About 16% of the surveyed students were classified as…
Descriptors: Risk, Addictive Behavior, Multivariate Analysis, Intervention
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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
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Davis, Michael – Journal of Geography, 2017
Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…
Descriptors: Geography Instruction, Computer Games, Educational Games, Computer Oriented Programs
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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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Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning
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Grimshaw, Jennica; Cardoso, Walcir; Waddington, David – Research-publishing.net, 2016
This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a "shouting" digital game as a pedagogical tool: Spaceteam ESL4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote…
Descriptors: Second Language Instruction, Teaching Methods, Computer Assisted Instruction, Computer Games
Blanton, Eric Glenn – ProQuest LLC, 2017
The integration of technology within the lives of all people has continued to expand and also impacts the education systems around the world. The purpose of this study was to study how real-time data impacted the educational achievement of students in a senior level economics class who participated in game-based learning through the Marketwatch…
Descriptors: High School Students, Learner Engagement, Comprehension, Educational Games
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Kee, Ch'ng Lay; Samsudin, Zarina – Turkish Online Journal of Educational Technology - TOJET, 2014
Learning is interwoven in daily life and so it can be take place at anytime and anywhere by using mobile device. In the 21st century, mobile devices have become ubiquitous, affordable and accessible for the teenagers. The teenagers have the opportunity to perform the learning activities by using the mobile devices. However, what are they used…
Descriptors: Foreign Countries, Handheld Devices, Adolescents, Learning Activities
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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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Carr, Jennie M. – Journal of Information Technology Education: Research, 2012
After 10 years of No Child Left Behind standards-focused education, mathematics scores have improved only marginally for elementary-aged students. Students who developed a solid conceptual mathematics foundation at the elementary level succeeded later in higher-level mathematics courses; thus, educators have sought ways to increase mathematics…
Descriptors: Mathematics Achievement, Intervention, Futures (of Society), Statistical Analysis