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Betül Tonbuloglu – Education and Information Technologies, 2024
The purpose of this research is to evaluate the potential of use for computer science course designs (CSCD) created by game-based learning method. Qualitative case study was used as the research design. CSCDs created for Minecraft Education Edition (MinecraftEdu) were examined in the context of various criteria by document analysis method, and…
Descriptors: Game Based Learning, Computer Science Education, Video Games, Computer Assisted Design
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Stohlmann, Micah – Australian Mathematics Teacher, 2017
Desmos Battleship is an engaging activity in which students can improve their visualisation skills, and deepen their understanding of linear functions and circles by making connections between algebraic and graphical representations. The Desmos Battleship activity was used in a Saturday STEM (Science, Technology, Engineering, and Mathematics)…
Descriptors: Mathematical Concepts, Technology Uses in Education, Courseware, Educational Games
Hopper, Keith B.; Waugh, Jonathan B. – Educational Technology, 2014
PowerPoint is roundly reviled and ridiculed, yet this technology enjoys universal popularity. This article reviews the criticisms of PowerPoint and its peer technologies, describes its affordances and advantages, and suggests innovative PowerPoint applications in instruction. Beyond garden-variety applications of PowerPoint, it may also be used to…
Descriptors: Educational Technology, Computer Software Evaluation, Computer Software, Courseware
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Norton, Anderson; Wilkins, Jesse L. M.; Evans, Michael A.; Deater-Deckard, Kirby; Balci, Osman; Chang, Mido – Mathematics Teaching in the Middle School, 2014
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical need to promote that development. The app includes essential game features of immediate feedback,…
Descriptors: Video Games, Educational Games, Mathematics Curriculum, Mathematics Activities
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Godwin-Jones, Robert – Language Learning & Technology, 2014
There has been a substantial increase in recent years in the interest in using digital games for language learning. This coincides with the explosive growth in multiplayer online gaming and with the proliferation of mobile games for smart phones. It also reflects the growing recognition among educators of the importance of extramural, informal…
Descriptors: Educational Games, Second Language Learning, Technology Uses in Education, Barriers
Smith, Peter, Ed. – Association Supporting Computer Users in Education, 2015
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. ASCUE has a strong tradition of bringing its members together to pool their…
Descriptors: Workshops, Administrators, Educational Games, Access to Information
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2010
For the thirty-third year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Conferences (Gatherings), Research and Development, Educational Technology, Annual Reports