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Alert, Marissa D.; Saab, Patrice G.; Llabre, Maria M.; McCalla, Judith R. – Health Education & Behavior, 2019
Little is known about the correlates of physical activity and sedentary behavior in Hispanic adolescents. This study examined at baseline and 2-year follow-up: (1) the relationship between self-efficacy for physical activity and physical activity, (2) the association of weight perception with physical activity and sedentary behavior, and (3)…
Descriptors: Self Efficacy, Obesity, Self Concept, Physical Activity Level
Meunier, Fanny, Ed.; Van de Vyver, Julie, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2019
The 27th European Association of Computer-Assisted Language Learning (EUROCALL) conference was hosted by UCLouvain in Louvain-la-Neuve (Belgium), in collaboration with KU Leuven, from the 28th to the 31st of August 2019. The theme selected for the 2019 EuroCALL conference held in Louvain-la-Neuve was "CALL and complexity." As languages…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Aytaç, Tufan; Erdem, Mustafa – Online Submission, 2019
The use of Information and Communication Technologies (ICT) is rapidly spreading among high school students. These technologies provide the students to gain learning experiences and also involve many dangers such as addiction, loneliness and stress. The aim of this study is to examine awareness levels of different types of high school students…
Descriptors: High School Students, Computer Security, Learning Experience, Information Technology
Subrahmanyam, Kaveri; Renukarya, Bhavya – Educational Psychologist, 2015
Digital games and gamelike contexts have become an integral part of young people's lives, and scholars have speculated about their potential to engage and enhance children's learning. Given that digital games are complex systems, we propose that different aspects of game features and game play might influence learning in different ways. Drawing on…
Descriptors: Video Games, Computer Games, Teaching Methods, Influences
Mayer, Richard E. – Educational Psychologist, 2015
Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…
Descriptors: Computer Games, Video Games, Educational Technology, Educational Psychology
Teng, Chien-Kuo; Chuang, Ming-Chuen; Hsu, Chun-Cheng – Universal Journal of Educational Research, 2015
With the current popularity and widespread use of high-tech and telecommunication products, digital information with varied forms of software, hardware, and multimedia was engaged in designs for entertainment and daily life; its related products are sweeping the globe. On the other hand, the rapid development of 3D printing technology further…
Descriptors: Foreign Countries, Design, Laboratories, Play
Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
Chen, Yuchun; Lin, Wen-Jing – Child Language Teaching and Therapy, 2022
Background: Children with developmental language disorder (DLD) demonstrate deficits in vocabulary development and novel word learning processes, which have been proposed to stem from their speech perception deficits. Aims: This study had two aims. The first was to evaluate the efficacy of an intervention incorporating a computer-based phonetic…
Descriptors: Intervention, Phonetics, Vocabulary Development, Language Impairments
Yavuz, Fatih; Ozdemir, Emrah; Celik, Ozgur – World Journal on Educational Technology: Current Issues, 2020
Writing is one of the most difficult and neglected skills for EFL learners. Gamification, the use of game elements to increase user experience and interest in non-game content, can be used to deal with writing anxiety which is considered as a hindering affective factor in successful language learning. Within this scope, this study aims to…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, English (Second Language)
Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Kayan, Adil; Aydin, Ibrahim Seçkin – World Journal of Education, 2020
Discussions on how grammar should be taught have continued for decades. Previous studies have reported that today's students called as Generation Z have shown negative attitudes toward grammar teaching with traditional methods and techniques, and that their academic achievements have failed to meet expectations. Not using methods and techniques…
Descriptors: Outcomes of Education, Computer Assisted Instruction, Educational Games, Computer Games
Rahmi, Zelika – Advances in Language and Literary Studies, 2018
The objectives of the study was to know the difficult words encountered by the gamers and to know their strategies in translating this unknown word. The researcher used interview as the instrument to collect the material needed for this particular study. It is found that unknown word combined with certain feeling such as disappointment creates…
Descriptors: Translation, Computer Games, Vocabulary Development, English (Second Language)
Taub, Michelle; Azevedo, Roger – Journal of Educational Data Mining, 2018
Self-regulated learning conducted through metacognitive monitoring and scientific inquiry can be influenced by many factors, such as emotions and motivation, and are necessary skills needed to engage in efficient hypothesis testing during game-based learning. Although many studies have investigated metacognitive monitoring and scientific inquiry…
Descriptors: Metacognition, Undergraduate Students, Student Behavior, Scientific Research