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Armier, David Des, Jr.; Shepherd, Craig E.; Skrabut, Stan – College Teaching, 2016
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and desired behavior. This study examined participant's willingness to take part in gamified activities where reward systems were not directly tied to course grades. Participants enrolled in a technology integration course for preservice teachers, were…
Descriptors: Educational Games, Learner Engagement, Assignments, Rewards
Murdock, Linda C.; Dantzler, John A.; Walker, Anne N.; Wood, L. Becca – Focus on Autism and Other Developmental Disabilities, 2014
A randomized pretest-posttest control group design was utilized to measure the effects of a platform swing on independent work behaviors of 30 children with Autism Spectrum Disorders (ASD). Participants engaged in two 5-min intervals of independent work. Between the intervals, participants in the treatment group received 5 min of vestibular…
Descriptors: Motion, Pervasive Developmental Disorders, Autism, Independent Study
Tlhoaele, Malefyane; Hofman, Adriaan; Winnips, Koos; Beetsma, Yta – Higher Education Research and Development, 2014
Interactive engagement (IE) is a process that promotes students' conceptual understanding through activities, combined with immediate feedback from peers and/or instructors. The present study investigates the impact of IE on students' academic performance, using the comprehensive model of educational effectiveness. Engineering students (n?=?158),…
Descriptors: Foreign Countries, College Students, Learner Engagement, Academic Achievement
Perry, David R.; Steck, Andy K. – Computers in the Schools, 2015
Teachers are increasingly integrating mobile digital technology into the classroom. The purpose of this study was to assess the effect of incorporating iPads in a secondary-level geometry course on academic achievement, student engagement, self-efficacy, and meta-cognitive self-regulation. Students in the iPad-using classroom experienced lower…
Descriptors: Educational Technology, Technology Uses in Education, Handheld Devices, Self Efficacy
Schaaf, Ryan – Canadian Journal of Action Research, 2012
Digital Game-Based Learning (DGBL) activities were examined in comparison with effective, research-based learning strategies to observe any difference in student engagement and time-on task behavior. Experimental and control groups were randomly selected amongst the intermediate elementary school students ages 8 to 10 years old. Student…
Descriptors: Learner Engagement, Educational Strategies, Control Groups, Elementary School Students
Kong, Siu Cheung – Computers & Education, 2011
An evaluation study was conducted to investigate the effect of the use of a computer-supported cognitive tool (CT) in the one-to-one classroom setting on student engagement, attainment and perceptions in learning common fractions. Two Primary 4 classes with 68 students participated in this study based on 11 teaching sessions lasting 455 min in…
Descriptors: Learner Engagement, Experimental Groups, Control Groups, Student Attitudes