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Danial Hooshyar; Nour El Mawas; Yeongwook Yang – Knowledge Management & E-Learning, 2024
The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes.…
Descriptors: Artificial Intelligence, Course Content, Tests, Scores
Smith, Hannah; Closser, Avery H.; Ottmar, Erin; Arroyo, Ivon – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors' prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables…
Descriptors: Computation, Mathematics Instruction, Mathematics Skills, Knowledge Level
Martin, Florence; Gezer, Tuba; Anderson, Jimmeka; Polly, Drew; Wang, WeiChao – Educational Media International, 2021
Children are exposed to digital devices at an early age. This study examines parents' perception of student digital safety on technology use, time spent, parent concerns and knowledge on various digital safety topics. Through a survey-based study, we analyzed data collected from 113 parents. Parents mentioned that their kids use Internet via…
Descriptors: Parent Attitudes, Child Safety, Internet, Handheld Devices
da Silva, Jose´ Nunes, Jr.; Nobre, Davi Jano^; do Nascimento, Ro^mulo Silva; Torres, Giancarlo Schaffer, Jr.; Leite, Antonio Jose´ Melo, Jr.; Monteiro, Andre´ Jalles; Alexandre, Francisco Serra Oliveira; Rodríguez, Maria Teresa; Rojo, Maria Joseja – Journal of Chemical Education, 2018
This report provides information about an interactive computer game named Say My Name that allows high school and undergraduate students to review individually nomenclature of organic compounds in an engaging and fun way by answering up to 600 questions distributed in three difficulty levels. Responses from students and teachers who have played…
Descriptors: Science Instruction, Organic Chemistry, Secondary School Science, High School Students
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Kampf, Ronit – Universal Journal of Educational Research, 2016
Two cross-national experimental studies examined the effects of PeaceMaker and Global Conflicts on knowledge acquisition and attitude change regarding the Israeli-Palestinian conflict. PeaceMaker and Global Conflicts are role-playing computerized simulations of this conflict. 248 undergraduate students from Turkey, Israel, Palestine and the US…
Descriptors: Conflict, Computer Simulation, Simulated Environment, Educational Technology
Holmes, Venita – Houston Independent School District, 2014
During the 2013-2014 academic year, 647 elementary, middle, and high-school students participated in the New Digital Energy Game (NDE) game in the Houston Independent School District (HISD). This is the fourth year that NDE has been implemented in HISD. The game was designed to enrich students' science experiences in order to stimulate their…
Descriptors: Energy, Educational Technology, Technology Uses in Education, Educational Games
Holmes, Venita – Houston Independent School District, 2013
Using a pre-post design, this study evaluates the association between participating in a science game (NDE) and science energy knowledge and science interest. A survey was used to explore teacher perceptions of the game on their instructional practices. Outcome measures were collected at the individual level and the game was played at the team…
Descriptors: Energy, Educational Technology, Technology Uses in Education, Educational Games
Hsiao, Hsien-Sheng; Chang, Cheng-Sian; Lin, Chien-Yu; Chang, Chih-Chun; Chen, Jyun-Chen – Australasian Journal of Educational Technology, 2014
This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei…
Descriptors: Educational Games, Cooperative Learning, Grade 5, Elementary School Students
Nusir, Sawsan; Alsmadi, Izzat; Al-Kabi, Mohammed; Sharadgah, Fatima – Acta Didactica Napocensia, 2012
The continuous inventions and evolutions in all information technology fields open new channels and opportunities to enhance teaching and educational methods. In one side, those may improve the abilities of educators to present information in an interactive and media enhanced formats relative to traditional methods. This may help students or…
Descriptors: Multimedia Instruction, Educational Technology, Technology Uses in Education, Teaching Methods
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2013
These proceedings contain the papers of the IADIS International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2013), October 22-24, 2013, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by The University of North Texas (UNT), sponsored by the…
Descriptors: Conference Papers, Cognitive Processes, Learning Processes, Short Term Memory
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers