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Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy – Educational Media International, 2015
This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…
Descriptors: Literature Reviews, Educational Games, Handheld Devices, Courseware
Mayer, Richard E.; Lieberman, Debra A. – Educational Technology, 2011
This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…
Descriptors: Scientific Research, Video Games, Research Methodology, Health Behavior
Wu, Yi-Cheng; McLean, James E. – 1993
By employing a concomitant variable, researchers can reduce the error, increase the precision, and maximize the power of an experimental design. Blocking and analysis of covariance (ANCOVA) are most often used to harness the power of a concomitant variable. Whether to block or covary and how many blocks to be used if a block design is chosen…
Descriptors: Analysis of Covariance, Analysis of Variance, Computer Simulation, Correlation

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