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John L. Nietfeld; Kristin F. Hoffmann – Journal of Computer Assisted Learning, 2024
Background: Goal setting has been established in the literature as a critical component of self-regulated learning and for effective problem-solving. Yet, surprisingly little attention has been focused on goal-directed behaviour in digital game-based learning environments (GBLEs) despite their expanding use in educational contexts. Objectives: The…
Descriptors: Game Based Learning, Educational Environment, Goal Orientation, Electronic Learning
Kroustalli, Chrysoula; Xinogalos, Stelios – Education and Information Technologies, 2021
Serious games, or else educational games, for programming are considered to have a positive impact on learning programming. Specifically, serious games are considered to motivate students and engage them in playing and learning programming. However, more research is required in order to study their effects in learning programming, as well as their…
Descriptors: Instructional Effectiveness, Teaching Methods, Computer Science Education, Programming Languages
Lubna Abdullah Alzayyat – ProQuest LLC, 2024
Leisure activities are important in assisting individuals with autism spectrum disorder (ASD) to build relationships, learn to behave socially appropriately, and acquire new interests--competences that assist in cultivating positive self-consciousness (Specht et al., 2002; Womack et al., 2011). Statistics indicate that 2.3% of 8-year-old children…
Descriptors: Arabs, Minority Group Students, Autism Spectrum Disorders, Video Games