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Toukiloglou, Pavlos; Xinogalos, Stelios – Journal of Educational Computing Research, 2022
Serious games are considered an effective method to engage students in programming education and have been increasingly used in classrooms. An important part of the learning process with serious games involves the presentation of the new concepts and the provided support to encounter student difficulties. Although the most common approach is the…
Descriptors: Game Based Learning, Programming, Program Effectiveness, Educational Games
Lou, Lai Lei; Yan, Zheng; Nickerson, Amanda; McMorris, Robert – Journal of Educational Computing Research, 2012
College students are using social network sites such as Facebook to communicate with their families and friends. However, empirical evidence is needed to examine whether there exists a reciprocal relationship between students' use of social network sites and their psychological well-being. The present study focused on two reciprocally-related…
Descriptors: Computer Mediated Communication, College Freshmen, Structural Equation Models, Academic Achievement
Shapley, Kelly; Sheehan, Daniel; Maloney, Catherine; Caranikas-Walker, Fanny – Journal of Educational Computing Research, 2010
In the study of the Technology Immersion model, high-need middle schools were "immersed" in technology by providing laptops for each teacher and student, instructional and learning resources, professional development, and technical and pedagogical support. This article reports third-year findings for the teacher component of the…
Descriptors: Class Activities, Middle Schools, Technology Integration, Educational Technology