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Hämäläinen, Raija; De Wever, Bram – International Journal of Computer-Supported Collaborative Learning, 2013
This study focuses on vocational education teachers' instructional activities in a new technology-enhanced learning (TEL) setting. A content analysis is applied to investigate teachers' and students' interactions in a 3D game context. The findings illustrate that when teachers' and students' interactions are mediated by a…
Descriptors: Technology Uses in Education, Educational Technology, Vocational Education, Educational Games
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Conati, Cristina; Jaques, Natasha; Muir, Mary – International Journal of Artificial Intelligence in Education, 2013
This paper presents a user study that investigates the factors affecting student attention to user-adaptive hints during interaction with an educational computer game. The study focuses on Prime Climb, an educational game designed to provide individualized support for learning number factorization skills in the form of textual hints based on a…
Descriptors: Eye Movements, Interaction, Educational Games, Computer Games
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Obersteiner, Andreas; Reiss, Kristina; Ufer, Stefan – Learning and Instruction, 2013
Theories of psychology and mathematics education recommend two instructional approaches to develop students' mental representations of number: The "exact" approach focuses on the development of exact representations of organized dot patterns; the "approximate" approach focuses on the approximate representation of analogue magnitudes. This study…
Descriptors: Numbers, Arithmetic, Mathematics Skills, Grade 1
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Neville, Karen; Heavin, Ciara – Electronic Journal of e-Learning, 2013
The emergence of social media has forced educators to think differently about the way learning occurs. Students and practitioners alike are using new technologies to connect with peers/colleagues, share ideas, resources and experiences for extracurricular activities. The social business gaming platform considered in this study leverages the social…
Descriptors: Foreign Countries, Social Networks, Internet, Computer Security
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Marston, Hannah R. – Educational Gerontology, 2013
There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…
Descriptors: Older Adults, Computer Games, Surveys, Measures (Individuals)
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Dagnino, Francesca Maria; Ballauri, Margherita; Benigno, Vincenza; Caponetto, Ilaria; Pesenti, Elia – Learning and Individual Differences, 2013
This paper presents the results of preliminary research on the assessment of reasoning abilities in primary school poor achievers vs. normal achievers using computer game tasks. Subjects were evaluated by means of cognitive assessment on logical abilities and academic skills. The aim of this study is to better understand the relationship between…
Descriptors: Logical Thinking, Elementary School Students, Low Achievement, Computer Games
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Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min – Computers & Education, 2013
Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…
Descriptors: Foreign Countries, Addictive Behavior, Computer Games, Writing Instruction
Ross, Joel – ProQuest LLC, 2013
Assessing people's understanding of the causal relationships found in large-scale complex systems may be necessary for addressing many critical social concerns, such as environmental sustainability. Existing methods for assessing systems thinking and causal understanding frequently use the technique of cognitive causal mapping. However, the…
Descriptors: Systems Approach, Computer Games, Concept Mapping, Cognitive Processes
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Beranuy, Marta; Carbonell, Xavier; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2013
Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face…
Descriptors: Addictive Behavior, Grounded Theory, Friendship, Computer Games
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Banos, R. M.; Cebolla, A.; Oliver, E.; Alcaniz, M.; Botella, C. – Health Education Research, 2013
Possessing sufficient nutritional knowledge is a necessary component in the prevention and treatment of obesity. A solid understanding of nutrition can help people make appropriate food selections and can also help correct irrational ideas or myths people may believe about food. It is a challenge to provide this information to children in ways…
Descriptors: Internet, Control Groups, Experimental Groups, Computer Games
Muthiah, Rajendran – Online Submission, 2015
The purpose of the study is to assess the effect of computer games on the proficiency of the B.Ed teacher trainees in using the conventional expressions in conversations. The role of technology in language learning has made outdated, drills, grammatical explanations and translation of texts, and the focus is shifted to communication based…
Descriptors: Computer Games, Preservice Teachers, Language Proficiency, Technology Uses in Education
Smith, Stephen W.; Daunic, Ann P.; Algina, James; Pitts, Donna L.; Merrill, Kristen L.; Cumming, Michelle M.; Allen, Courtney – Journal of Emotional and Behavioral Disorders, 2017
Maladaptive adolescent behavior patterns often create escalating conflict with adults and peers, leading to poor long-term social trajectories. To address this, school-based behavior management often consists of contingent reinforcement for appropriate behavior, behavior reduction procedures, and placement in self-contained or alternative…
Descriptors: Self Control, Student Behavior, Emotional Disturbances, Behavior Disorders
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Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Chen, Jing-Fang – Educational Technology & Society, 2018
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good approach to situating students in a meaningful and interesting practicing environment, which could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Business Communication
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Hilliard, Ivan – Higher Learning Research Communications, 2014
This article presents a case study in the use of the computer simulation game "People Power," developed by the International Center on Nonviolent Conflict. The principal objective of the activity was to offer students an opportunity to understand the dynamics of social conflicts, in a format not possible in a traditional classroom…
Descriptors: Computer Games, Class Activities, Case Studies, Computer Simulation
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Kay, Robin Holding; Lauricella, Sharon – Canadian Journal of Learning and Technology, 2014
The purpose of this study was to investigate the benefits and challenges using laptop computers (hereafter referred to as laptops) inside and outside higher education classrooms. Quantitative and qualitative data were collected from 156 university students (54 males, 102 females) enrolled in either education or communication studies. Benefits of…
Descriptors: Laptop Computers, Higher Education, College Students, Computer Software
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