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Case, Adam – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, "The Witness," was incorporated into the first-year seminar is given along with an overview of teaching…
Descriptors: Computer Games, Game Based Learning, Problem Solving, Creative Thinking
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Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
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Fowler, Samuel; O'Keeffe, Lisa; Cutting, Chelsea; Leonard, Simon – Australian Primary Mathematics Classroom, 2019
Understanding spatial reasoning is important to success in mathematics. This article shows how the proficiency strands in the "Australian Curriculum: Mathematics" provide the tools needed for effective teaching and learning of spatial thinking.
Descriptors: Spatial Ability, Thinking Skills, Mathematics Instruction, Mathematics Achievement
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Shroff, Ronnie Homi; Ting, Fridolin Sze Thou; Lam, Wai Hung – Australasian Journal of Educational Technology, 2019
This article reports on the design, development, and validation of a new instrument, the Technology-Enabled Active Learning Inventory (TEAL), to measure students' perceptions of active learning in a technology-enabled learning context. By laying the theoretical foundation, a conceptual framework for technology-enabled active learning was…
Descriptors: Student Attitudes, Active Learning, Validity, Measures (Individuals)
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Stevens, Vance; Verschoor, Jennifer – TESL-EJ, 2017
According to Dudeney, Hockly, and Pegrum (2013) coding is a deeper skill subsumed under the four main digital literacies of language, connections, information, and (re)design. Coders or programmers are people who write the programmes behind everything we see and do on a computer. Most students spend several hours playing online games, but few know…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Critical Thinking
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van den Heuvel-Panhuizen, Marja; Kolovou, Angeliki; Robitzsch, Alexander – Educational Studies in Mathematics, 2013
In this study we investigated the role of a dynamic online game on students' early algebra problem solving. In total 253 students from grades 4, 5, and 6 (10-12 years old) used the game at home to solve a sequence of early algebra problems consisting of contextual problems addressing covarying quantities. Special software monitored the…
Descriptors: Elementary School Students, Grade 4, Grade 5, Grade 6
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Skiada, Roxani; Soroniati, Eva; Gardeli, Anna; Zissis, Dimitrios – Themes in Science and Technology Education, 2014
Dyslexia is one of the most common learning difficulties affecting approximately 15 to 20 per cent of the world's population. A large amount of research is currently being conducted in exploring the potential benefits of using Information & Communication Technologies as a learning platform for individuals and especially children with such…
Descriptors: Dyslexia, Learning Disabilities, Children, Computer Oriented Programs
Adamson, Eadie – 1988
This paper provides guidelines and programming commands for using LogoWriter activity cards in game-writing as a way to develop student programming skills. Suggestions are made for the specific activity cards to use, and solutions are provided for some of the problems that were most frequently encountered by the author's students as they worked on…
Descriptors: Class Activities, Computer Games, Computer Software, Microcomputers
McConnell, Barry A.; McConnell, Nancy J. – Collegiate Microcomputer, 1988
Discussion of the history and development of artificial intelligence (AI) highlights a bibliography of introductory books on various aspects of AI, including AI programing; problem solving; automated reasoning; game playing; natural language; expert systems; machine learning; robotics and vision; critics of AI; and representative software. (LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer Science, Computer Software
Dempsey, John V.; And Others – 1996
Games have long been used as instructional tools, but actual research examining that concept has been sparse. Increased sophistication and lower cost in hardware and software for personal computers has created a budding movement to incorporate computer games into learning environments. This paper discusses criteria for selecting an instructional…
Descriptors: Cognitive Style, Computer Games, Computer Simulation, Computer Software
Littleton, Karen; And Others – 1993
Whether gender differences in performance using computer software are due to sex stereotyping or gender differentiation in the programs was investigated in two studies. An adventure game, "King and Crown," with all male characters, and a gender neutral game, "Honeybears," were played by 26 female and 26 male 11- and…
Descriptors: Ability, Computer Assisted Instruction, Computer Games, Computer Software
Mayer, Richard E.; Schustack, Miriam W.; Blanton, William E. – Educational Technology, 1999
Examines what children learn from using educational technology in an informal, collaborative environment. Explores how mastering educational computer programs can promote problem-solving transfer. Studies at three after-school computer clubs reveal children who use educational software may learn content knowledge about computer literacy,…
Descriptors: After School Programs, Children, Computer Games, Computer Literacy
Allen, Denise – Teaching Pre K-8, 1996
Reviews two CD-ROMS and one computer game: "Explore Yellowstone," science activities on CD to earn badges toward becoming a ranger; "Oval Office: Challenge of the Presidency," in which students role play presidential responsibilities such as proposing budgets; and "Strategy Games of the World," in which students match their skills against game…
Descriptors: Citizenship Education, Civics, Computer Games, Computer Software
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
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