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Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
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Milner, Rachel; Parrish, Jonathan; Wright, Adrienne; Gnarpe, Judy; Keenan, Louanne – Journal of College Science Teaching, 2015
In a large-enrollment, introductory biochemistry course for nonmajors, the authors provide students with formative feedback through practice questions in PDF format. Recently, they investigated possible benefits of providing the practice questions via an online game (Brainspan). Participants were randomly assigned to either the online game group…
Descriptors: Biochemistry, Nonmajors, Science Instruction, College Science
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Lodewyk, Ken R. – Physical Educator, 2015
The academic advantages of knowledge are often compromised when learners and teachers hold counterproductive epistemic beliefs, that is, personal convictions about the nature of knowledge and knowing. This study was an investigation of associations between prospective physical educators' game-specific epistemic beliefs (worldviews and beliefs in…
Descriptors: Foreign Countries, Preservice Teachers, Physical Education Teachers, Educational Practices
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Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie – International Journal of Game-Based Learning, 2015
The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…
Descriptors: Foreign Countries, Junior High School Students, Exercise, Educational Games
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González Ibánez, José de Jesús Luis; Wang, Alf Inge – International Journal of Game-Based Learning, 2015
The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…
Descriptors: Recycling, Educational Games, Computer Games, Nonverbal Communication
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Neville, David O. – ReCALL, 2015
The article reports on a mixed-methods study evaluating the use of a three-dimensional digital game-based language learning (3D-DGBLL) environment to teach German two-way prepositions and specialized vocabulary within a simulated real-world context of German recycling and waste management systems. The study assumed that goal-directed player…
Descriptors: Mixed Methods Research, Educational Games, Video Games, Computer Games
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Jiménez, Osvaldo – Theory Into Practice, 2015
With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and…
Descriptors: Educational Games, Classroom Techniques, Group Discussion, Play
Santos, Olga Cristina, Ed.; Boticario, Jesus Gonzalez, Ed.; Romero, Cristobal, Ed.; Pechenizkiy, Mykola, Ed.; Merceron, Agathe, Ed.; Mitros, Piotr, Ed.; Luna, Jose Maria, Ed.; Mihaescu, Cristian, Ed.; Moreno, Pablo, Ed.; Hershkovitz, Arnon, Ed.; Ventura, Sebastian, Ed.; Desmarais, Michel, Ed. – International Educational Data Mining Society, 2015
The 8th International Conference on Educational Data Mining (EDM 2015) is held under auspices of the International Educational Data Mining Society at UNED, the National University for Distance Education in Spain. The conference held in Madrid, Spain, July 26-29, 2015, follows the seven previous editions (London 2014, Memphis 2013, Chania 2012,…
Descriptors: Data Analysis, Educational Research, Computer Uses in Education, Integrated Learning Systems
Frydenberg, Mark – International Association for Development of the Information Society, 2015
Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…
Descriptors: Computer Games, Computer Science Education, Programming, Introductory Courses
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Huang, Wenhao David; Johnson, Tristan E.; Han, Seung-Hyun Caleb – Internet and Higher Education, 2013
Colleges and universities have begun to understand the instructional potential of digital game-based learning (DGBL) due to digital games' immersive features. These features, however, might overload learners as excessive motivational and cognitive stimuli thus impeding intended learning. Current research, however, lacks empirical evidences to…
Descriptors: Computers, College Students, Structural Equation Models, Educational Games
Gaydos, Matthew J. – ProQuest LLC, 2013
This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…
Descriptors: Educational Technology, Video Games, Case Studies, Grants
Rodkroh, Pornpimon; Suwannatthachote, Praweenya; Kaemkate, Wannee – International Association for Development of the Information Society, 2013
Problem-based educational games are able to provide a fun and motivating environment for teaching and learning of certain subjects. However, most educational game models do not address the learning elements of problem-based educational games. This study aims to synthesize and to propose the important elements to facilitate the learning process and…
Descriptors: Problem Based Learning, Educational Games, Student Centered Learning, Learning Processes
Haladjian, Juan; Richter, Daniel; Muntean, Paul; Ismailovic, Damir; Brügge, Bernd – International Association for Development of the Information Society, 2013
Dyslexia is a reading disability that can, in some cases, be cured. The most frequent treatment for dyslexia consists on repeatedly performing certain word exercises. Because most dyslexic patients are young children, most applications for word training are games. The development of such games is costly and it involves different parts (developers,…
Descriptors: Educational Games, Dyslexia, Handheld Devices, Young Children
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Chiu, Yi-hui; Kao, Chian-wen; Reynolds, Barry Lee – British Journal of Educational Technology, 2012
During the past 10 years, the number of digital game-based learning (DGBL) studies has significantly increased (Hwang & Wu, 2012). DGBL is generally found to be positive over traditional instruction (Liao, 2010) and it has had great impact on education (Prensky, 2001). The DGBL effectiveness, however, might vary according to subjects taught or…
Descriptors: Educational Games, Program Effectiveness, English (Second Language), Conventional Instruction
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Atwood-Blaine, Dana; Huffman, Douglas – International Journal of Science and Mathematics Education, 2017
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
Descriptors: Educational Games, Handheld Devices, Science Teaching Centers, Science Education
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