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Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Artificial Intelligence in Education, 2016
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players'…
Descriptors: Case Studies, Questionnaires, Electronic Learning, Educational Games
Fried, Carrie B. – Computers & Education, 2008
Recently, a debate has begun over whether in-class laptops aid or hinder learning. While some research demonstrates that laptops can be an important learning tool, anecdotal evidence suggests more and more faculty are banning laptops from their classrooms because of perceptions that they distract students and detract from learning. The current…
Descriptors: Student Attitudes, Classroom Environment, College Students, Student Surveys
Solomonidou, Christina; Garagouni-Areou, Fotina; Zafiropoulou, Maria – Journal of Educational Multimedia and Hypermedia, 2004
The study investigated the effects of Information and Communication Technologies (ICT) use on pupils with Attention Deficit Hyperactivity Disorder (ADHD) symptoms. Nine Greek primary school pupils with ADHD symptoms and four others with no such deficit worked on a computer, either individually or collaboratively, once a week for a six-week period.…
Descriptors: Computer Software, Hyperactivity, Attention Deficit Disorders, Student Behavior