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Showing 1 to 15 of 26 results Save | Export
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Miwa, Kazuhisa; Terai, Hitoshi; Mizuno, Yosuke – International Association for Development of the Information Society, 2017
Cognitive load theory (CLT) distinguishes three types of cognitive loads: intrinsic, extraneous, and germane, of which the latter is generally imposed in learning activities. To examine the nature of germane cognitive load, the participants engaged in 8-by-8 Reversi games against computerized opponents. The experimental results indicated that…
Descriptors: Cognitive Processes, Difficulty Level, Computer Games, Pretests Posttests
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Stevenson, Clinton D.; Porter, Kinsey; Stevenson, Kathryn T. – Journal of Food Science Education, 2018
Understanding the role of food science education in developing undergraduate students' intentions to implement Good Manufacturing Practices (GMPs) may be a key strategy in developing the workforce's implementation of GMPs and other food safety programs. Previous research has demonstrated the effects of educational interventions on planned food…
Descriptors: Undergraduate Students, Foods Instruction, Food Service, Manufacturing
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McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi – International Journal of Game-Based Learning, 2017
Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Middle School Students
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Rachayon, Suphatha; Soontornwipast, Kittitouch – English Language Teaching, 2019
The growth of Thailand's medical tourism industry has inevitably made English oral communication skills become increasingly important to Thai medical personnel, especially to nurses who have to act as medical mediators between doctors and patients. Thus, in order to prepare nursing students for their future career, it is necessary that English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Nursing Education
Dore, Rebecca A.; Shirilla, Marcia; Hopkins, Emily; Collins, Molly; Scott, Molly; Shatz, Jacob; Lawson-Adams, Jessica; Valladares, Tara; Foster, Lindsey; Puttre, Hannah; Toub, Tamara Spiewak; Hadley, Elizabeth; Golinkoff, Roberta M.; Dickinson, David; Hirsh-Pasek, Kathy – Grantee Submission, 2019
Despite the prevalence of educational apps for children, there is little evidence of their effectiveness for learning. Here, children were asked to learn ten new words in a narrative mobile game that requires children use knowledge of word meanings to advance the game. Study 1 used a lab-based between-subjects design with middle-SES 4-year-olds…
Descriptors: Vocabulary Development, Computer Software, Preschool Children, Language Tests
Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
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da Silva, Jose´ Nunes, Jr.; Nobre, Davi Jano^; do Nascimento, Ro^mulo Silva; Torres, Giancarlo Schaffer, Jr.; Leite, Antonio Jose´ Melo, Jr.; Monteiro, Andre´ Jalles; Alexandre, Francisco Serra Oliveira; Rodríguez, Maria Teresa; Rojo, Maria Joseja – Journal of Chemical Education, 2018
This report provides information about an interactive computer game named Say My Name that allows high school and undergraduate students to review individually nomenclature of organic compounds in an engaging and fun way by answering up to 600 questions distributed in three difficulty levels. Responses from students and teachers who have played…
Descriptors: Science Instruction, Organic Chemistry, Secondary School Science, High School Students
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Bruni, Coral M.; Winter, Patricia L.; Schultz, P. Wesley; Omoto, Allen M.; Tabanico, Jennifer J. – Environmental Education Research, 2017
People in industrialized countries may be losing their connection with nature. The Get to Know Program (Get to Know) is a multi-faceted program aimed at encouraging direct connection with nature through a variety of activities (observations of wildlife, hiking, creative arts, and special events), specifically among youth. Three studies assessed…
Descriptors: Program Effectiveness, Natural Resources, Outdoor Education, Youth Programs
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Ak, Oguz; Kutlu, Birgul – British Journal of Educational Technology, 2017
The aim of this study was to investigate the effectiveness of traditional, 2D and 3D game-based environments assessed by student achievement scores and to reveal student perceptions of the value of these learning environments. A total of 60 university students from the Faculty of Education who were registered in three sections of a required…
Descriptors: Computer Simulation, Computer Games, Educational Games, Instructional Effectiveness
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Moawad, Ruba Abdel Matloub – International Education Studies, 2017
Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…
Descriptors: Computer Games, Educational Games, Handheld Devices, Young Children
Shiue, Ya-Ming; Hsu, Yu-Chiung – Online Submission, 2017
In recent years, considerable concern has arisen over the use of digital games as instructional tools in educational research. However, game-based learning not only enhances students' learning motivation and effectiveness, but also fosters knowledge transfer. Taiwanese people living in rural areas often receive health-related information through…
Descriptors: Foreign Countries, Computer Games, Video Games, Educational Games
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Wilson, Scott Neal; Engler, Caroline E.; Black, Jessica E.; Yager-Elorriaga, Derik K.; Thompson, William Michael; McConnell, Andrae; Cecena, Javier Elizondo; Ralston, Ryan; Terry, Robert A. – International Journal of Game-Based Learning, 2017
In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become ever more important for success in both academic and non-academic settings. This study sought to assess the efficacy of two educational games designed to…
Descriptors: Educational Games, Computer Games, Information Literacy, Randomized Controlled Trials
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Paney, Andrew S.; Kay, Ann C. – Update: Applications of Research in Music Education, 2015
The purpose of this study was to measure the effect of concurrent visual feedback on pitch-matching skill development in third-grade students. Participants played a computer game, "SingingCoach," which scored the accuracy of their singing of the song "America." They followed the contour of the melody on the screen as the…
Descriptors: Singing, Music Education, Feedback (Response), 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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Chen, Chia-Li Debra; Yeh, Ting-Kuang; Chang, Chun-Yen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study examines whether a Role Play Game (RPG) with embedded geological contents and students' anticipation of an upcoming posttest significantly affect high school students' achievements of and attitudes toward geology. The participants of the study were comprised of 202 high school students, 103 males and 99 females. The students were…
Descriptors: Grade 10, High School Students, Geology, Outcomes of Education
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