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Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices
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Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
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Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
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Harteis, Christian; Fischer, Christoph; Töniges, Torben; Wrede, Britta – Frontline Learning Research, 2018
Preventing humans from committing errors is a crucial aspect of man-machine interaction and systems of computer assistance. It is a basic implication that those systems need to recognise errors before they occur. This paper reports an exploratory study that utilises eye-tracking technology and automated face recognition in order to analyse test…
Descriptors: Learning Processes, Error Patterns, Error Correction, Eye Movements
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Xodabande, Ismail – International Journal of Education and Literacy Studies, 2018
In recent years, increasing availability of digital technologies and internet connection for the majority of global population has affected almost every aspect of modern life including education and language learning. As a result, the face of language learning is changing both inside and outside the classroom and there is an ever growing need to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Preferences
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Werneck, André O.; Silva, Danilo R.; Agostinete, Ricardo R.; Fernandes, Rômulo A.; Ronque, Enio R. V.; Oyeyemi, Adewale L.; Cyrino, Edilson S. – Health Education & Behavior, 2018
Aim: To investigate the association of parental and adolescents' screen time with self-rated health and to examine the mediating effects of psychosocial factors (social relationships and distress) on this association. Method: A cross-sectional study was conducted among 984 Brazilian adolescents (10- to 17-year-olds). Self-rated health, screen time…
Descriptors: Foreign Countries, Correlation, Parents, Adolescents
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Lamb, Richard L. – Journal of Science Education and Technology, 2016
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video) games. The purpose of this study was to examine and compare the effect of computer learning games in the…
Descriptors: Cognitive Processes, Computation, Models, Science Laboratories
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Bakker, Marjoke; van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander – British Journal of Educational Technology, 2016
This study examined the effects of a teacher-delivered intervention with online mathematics mini-games on special education students' multiplicative reasoning ability (multiplication and division). The games involved declarative, procedural, as well as conceptual knowledge of multiplicative relations, and were accompanied with teacher-led lessons…
Descriptors: Mathematics Instruction, Computer Games, Elementary School Students, Control Groups
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Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
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Pjanic, Karmelita; Hamzabegovic, Jasna – Practice and Theory in Systems of Education, 2016
In the era of information technology and general digitization of society, invasion of every kind of software is evident. No matter how laudable is the existence and development of educational software, taking into account its role, its quality and whether it achieves the desired goal is very important. In addition to programming experts it is…
Descriptors: Foreign Countries, Preservice Teachers, Preservice Teacher Education, Computer Software Evaluation
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Newgarden, Kristi; Zheng, Dongping – ReCALL, 2016
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Games
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Janpol, Henry L.; Dilts, Rachel – Applied Environmental Education and Communication, 2016
This research explored whether viewing documentary films about the natural or built environment can exert a measurable influence on behaviors and perceptions. Different documentary films were viewed by subjects. One film emphasized the natural environment, while the other focused on the built environment. After viewing a film, a computer game…
Descriptors: Documentaries, Films, Conservation (Environment), Program Effectiveness
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Whyte, Elisabeth M.; Smyth, Joshua M.; Scherf, K. Suzanne – Journal of Autism and Developmental Disorders, 2015
The design of "Serious games" that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism.…
Descriptors: Intervention, Autism, Educational Games, Design Requirements
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Pokrovskaia, Nadezhda N.; Leontyeva, Veronika L.; Ababkova, Marianna Yu.; D'Ascenzo, Fabrizio – Education Sciences, 2021
Research on behavior regulation was carried out after several months of social isolation, provoked by the pandemic, between the months of February and March 2020. In spring 2020, many higher education institutions began to introduce digital tools of education, remote learning, and distance teaching. The reaction during the first weeks and months…
Descriptors: Pandemics, COVID-19, Distance Education, Self Control
Al-Jarf, Reima – Online Submission, 2021
This study investigates the differential effects of the iPad on first and second language learning by Saudi children in the home environment. The subjects consisted of 78 parents and 118 children. The children were grouped into: 1-6 years old (young children in kindergarten and pre-school); 7- 9 years (grades 1-3); and 10-12 years (grades 4-6).…
Descriptors: Second Language Learning, Second Language Instruction, Handheld Devices, Foreign Countries
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