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Hansen, Alexandria Killian; Dwyer, Hilary; Harlow, Danielle Boyd; Franklin, Diana – AERA Online Paper Repository, 2016
We developed the Draw-A-Computer-Scientist-Test (DACST) to better understand elementary school students' conceptions of computer scientists and the nature of their work. By understanding how young children perceive computer scientists, we can broaden their ideas about the activities and images of computer scientists. We administered the DACST to…
Descriptors: Computer Science, Scientists, Elementary School Students, Concept Formation
Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander – Journal of Educational Technology Systems, 2015
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Descriptors: Man Machine Systems, Cross Cultural Studies, Computer Games, Literature Reviews
Engström, Henrik – Assessment & Evaluation in Higher Education, 2015
This paper presents an effort to create a unified model for conducting and assessing undergraduate dissertations, shared by all disciplines involved in computer game development at a Swedish university. Computer game development includes technology-oriented disciplines as well as disciplines with aesthetical traditions. The challenge has been to…
Descriptors: Foreign Countries, Models, Student Evaluation, Undergraduate Students
Donald Vosburg – ProQuest LLC, 2015
This dissertation reports on the experiences of seven American undergraduate students who played "World of Warcraft" (WoW) over eight weeks with native German speakers. Participants played in groups of four with a language guide (LG) for three hours a week, and at the end of eight weeks they returned to play in a two-week delayed gaming…
Descriptors: Computer Games, Undergraduate Students, German, Language Proficiency
Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to investigate the digital addiction (DA) level of the university students according to their purposes for using digital tools. 527 students studying at the faculties of education of Erzincan, Dicle, and Siirt Universities participated this study in which general survey model was used. A form was used to reveal for which…
Descriptors: College Students, Addictive Behavior, Student Surveys, Internet
Ganzeboom, Mario; Bakker, Marjoke; Beijer, Lilian; Rietveld, Toni; Strik, Helmer – British Journal of Educational Technology, 2018
The majority of patients with neurological impairment like Parkinson's Disease (PD) or stroke are affected by dysarthria. Dysarthria is a motor speech impairment which negatively affects speech dimensions such as articulation and loudness. This leads to reduced intelligibility, often hindering daily life communication. Intensive and prolonged…
Descriptors: Neurological Impairments, Speech Impairments, Physical Disabilities, Speech Language Pathology
Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
Øygardslia, Kristine – Learning, Media and Technology, 2018
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of "activity frames" and "stancetaking", focusing on the social organization of…
Descriptors: Design, Grade 6, Grade 7, Computer Games
Hooshyar, Danial; Yousefi, M.; Wang, M.; Lim, H. – Journal of Computer Assisted Learning, 2018
Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents…
Descriptors: Educational Games, Computer Games, Data, Individualized Instruction
Chen, Cheng-Chia; Huang, ChingChih; Gribbins, Michele; Swan, Karen – Online Learning, 2018
"Gamified" active learning has been shown to increase students' academic performance and engagement and help them make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the…
Descriptors: Management Systems, Computer Games, Educational Games, Costs
Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese
Ronimus, Miia; Eklund, Kenneth; Pesu, Laura; Lyytinen, Heikki – Educational Technology Research and Development, 2019
This study investigates the effectiveness of a digital game--GraphoLearn (GL)--in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support,…
Descriptors: Reading Difficulties, Intervention, Reading Fluency, Computer Games