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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
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
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
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
Altammami, Osamah – ProQuest LLC, 2017
A recent study in Saudi Arabia uncovered certain prevalent health-risk behaviors amongst the adolescent population. One of the most prevalent behaviors identified by this study is health-risk dietary behavior. In general, adolescents in Saudi Arabia reported poor dietary behaviors. Furthermore, the problem of poor diet in the adolescent population…
Descriptors: Foreign Countries, Health Behavior, Eating Habits, Adolescents
Kim, James S.; Asher, Catherine A.; Burkhauser, Mary; Mesite, Laura; Leyva, Diana – AERA Open, 2019
This study employs a sequential multiple assignment randomized trial (SMART) design to develop an adaptive intervention with personalized print and digital content for kindergarten to Grade 2 children (n = 273). In Stage 1, we ask whether it is better for children to receive an adaptive intervention based on (a) 10 conceptually coherent texts or…
Descriptors: Computer Oriented Programs, Educational Technology, Technology Uses in Education, Randomized Controlled Trials
Plutino, Alessia, Ed.; Borthwick, Kate, Ed.; Corradini, Erika, Ed. – Research-publishing.net, 2019
This edited collection presents a selection of contributions made to the 12th eLearning symposium, held at the University of Southampton, in January 2019. It focuses on how innovative and creative language teaching approaches can respond to modern, ever-transforming educational landscapes. The contributors are educators from higher education…
Descriptors: Foreign Countries, Foreign Students, Virtual Classrooms, Electronic Learning
Yoon, Jiyoon, Ed.; Semingson, Peggy, Ed. – IGI Global, 2019
As more classes move to online instruction, there is a need for research that shows the effectiveness of synchronous learning. Educators must guide students on how to use these new learning tools and become aware of the research trends and opportunities within these developing online and hybrid courses. "Educational Technology and Resources…
Descriptors: Online Courses, Educational Technology, Technology Uses in Education, Synchronous Communication
Martins, José Alexandre; Roca, Assumpta Estrada; Nascimento, Maria Manuel – European Journal of Science and Mathematics Education, 2014
Statistical graphs, measures of central tendency and measures of spread are key concepts in the statistics curriculum, so we present here a dynamic method (software) that may be used in the classroom. In this work we begin with an introductory approach. This is done to emphasize the importance of stimulating the visualization of statistical…
Descriptors: Computer Software, Mathematics Instruction, Graphs, Mathematical Concepts
Spikes, Michael A.; Haque, Yousuf S. – Journal of Educational Technology Systems, 2014
With the rise of information availability and the speed at which it can be disseminated, it is now the consumer's job to exercise more discernment and to become more skeptical about the information coming across their screens. This is a major point in the argument to adopt a relatively new academic discipline known as News Literacy. A subset of…
Descriptors: Case Studies, Social Media, Video Technology, News Media
Tucker, Stephen I. – Australian Primary Mathematics Classroom, 2014
Stephen Tucker presents a fractions game that addresses a range of fraction concepts including equivalence and computation. The REFractions game also improves students' fluency with representing, comparing and adding fractions.
Descriptors: Arithmetic, Mathematics Instruction, Mathematical Concepts, Concept Formation

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