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Anupam, Aditya; Gupta, Ridhima; Naeemi, Azad; JafariNaimi, Nassim – IEEE Transactions on Education, 2018
Quantum mechanics (QMs) is a foundational subject in many science and engineering fields. It is difficult to teach, however, as it requires a fundamental revision of the assumptions and laws of classical physics and probability. Furthermore, introductory QM courses and texts predominantly focus on the mathematical formulations of the subject and…
Descriptors: Quantum Mechanics, Experiential Learning, Introductory Courses, Educational Games
Li, Shupin; Hietajärvi, Lauri; Palonen, Tuire; Salmela-Aro, Katariina; Hakkarainen, Kai – Scandinavian Journal of Educational Research, 2017
The purpose of the study was to assess adolescents' participation in various socio-digital activities by using a self-report questionnaire, a social networking questionnaire, and interviews. The participants (n = 253) were grade 6-9 students from a multicultural lower-secondary school in Finland. Three profiles of socio-digital participation were…
Descriptors: Social Networks, Questionnaires, Friendship, Gender Differences
Alyaz, Yunus; Spaniel-Weise, Dorothea; Gursoy, Esim – Journal of Education and Learning, 2017
The interest in Digital Game-Based Language Learning (DGBLL) has increased considerably in recent years although being a relatively new approach. Despite the interest that DGBLL took, the studies in the context of German as a Foreign Language (FL) are quite limited. Moreover, DGBLL in the Turkish context is not prevalent. Due to this gap in the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Second Language Instruction
Kee, Ch'ng Lay; Samsudin, Zarina – Turkish Online Journal of Educational Technology - TOJET, 2014
Learning is interwoven in daily life and so it can be take place at anytime and anywhere by using mobile device. In the 21st century, mobile devices have become ubiquitous, affordable and accessible for the teenagers. The teenagers have the opportunity to perform the learning activities by using the mobile devices. However, what are they used…
Descriptors: Foreign Countries, Handheld Devices, Adolescents, Learning Activities
McGill, Monica M. – ACM Transactions on Computing Education, 2012
Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…
Descriptors: Curriculum Development, Foreign Countries, Organizations (Groups), Computer Games