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Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei – Educational Technology, 2015
Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…
Descriptors: Educational Games, Educational Technology, Instructional Effectiveness, Time on Task
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Masek, Martin; Murcia, Karen; Morrison, Jason – Australian Educational Computing, 2012
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
Descriptors: Foreign Countries, Science Curriculum, Handheld Devices, Material Development
Whitton, Nicola, Ed.; Moseley, Alex, Ed. – Routledge, Taylor & Francis Group, 2012
"Using Games to Enhance Learning and Teaching" provides educators with easy and practical ways of using games to support student engagement and learning. Despite growing interest in digital game-based learning and teaching, until now most teachers have lacked the resources or technical knowledge to create games that meet their needs. The only…
Descriptors: Learner Engagement, Electronic Learning, Educational Games, Theory Practice Relationship
Barres, David Griol; Carrion, Zoraida Callejas; Lopez-Cozar Delgado, Ramon – IGI Global, 2013
By providing students with the opportunities to receive a high quality education regardless of their social or cultural background, inclusive education is a new area that goes beyond traditional integration approaches. These approaches hope to provide the educative system with the ability to adapt to the diversity of its students. Technologies for…
Descriptors: Inclusion, Educational Technology, Virtual Classrooms, Educational Quality
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Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
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Moreno, Roxana – 2002
This paper reviews a set of studies that examined what students learn in various virtual reality environments (VREs) designed to promote an understanding of environmental science. The goal of the reported studies was to provide an update to the classic distinction between the role of media versus method in promoting learning (Clark, 1999). Media…
Descriptors: Comparative Analysis, Computer Games, Educational Games, Educational Media
Hijon-Neira, Raquel, Ed. – InTech, 2009
The education industry has obviously been influenced by the Internet revolution. Teaching and learning methods have changed significantly since the coming of the Web and it is very likely they will keep evolving many years to come thanks to it. A good example of this changing reality is the spectacular development of e-Learning. In a more…
Descriptors: Computer Assisted Instruction, Educational Technology, Internet, Feedback (Response)
Jones, Marshall G. – 1998
A difficult task in creating rich, exploratory interactive learning environments is building an environment that is truly engaging. Engagement can be defined as the nexus of intrinsic knowledge and/or interest and external stimuli that promote the initial interest in, and continued use of a computer-based learning environment. Complete and total…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Interfaces, Computer Software Development
Educational Media and Technology Yearbook, 1999
Provides annotated listings for current journals, books, ERIC documents, articles, and nonprint resources in the following categories: artificial intelligence/robotics/electronic performance support systems; computer-assisted instruction; distance education; educational research; educational technology; information science and technology;…
Descriptors: Annotated Bibliographies, Artificial Intelligence, Computer Assisted Instruction, Computer Games
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers