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Lazarou, D. – Journal of Computer Assisted Learning, 2011
The aim of this paper is to describe a methodology for using Cultural-Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could…
Descriptors: Design Requirements, Educational Games, Science Education, Science Instruction
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Ochoa, Romulo; Rooney, Frank G.; Somers, William J. – Physics Teacher, 2011
The Wii is a very popular gaming console. An important component of its appeal is the ease of use of its remote controller, popularly known as a Wiimote. This simple-looking but powerful device has a three-axis accelerometer and communicates with the console via Bluetooth protocol. We present two experiments that demonstrate the feasibility of…
Descriptors: Physics, Science Experiments, College Science, Science Instruction
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Raag, Tarja; Kusiak, Karen; Tumilty, Meredith; Kelemen, Anna; Bernheimer, Hilana; Bond, Jessica – Educational Psychology, 2011
This study evaluated factors within families that enhance kindergarten reading readiness of children and are also linked to maternal education (a common proxy for SES). We were interested in identifying factors that would be more accessible to families and school administrators as sources of potential change than broad and un-malleable reflections…
Descriptors: Social Class, School Readiness, Reading Readiness, Gender Differences
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Petkov, Marin; Rogers, George E. – Journal of STEM Teacher Education, 2011
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Descriptors: Elementary Secondary Education, Interaction, Conventional Instruction, Educational Technology
Pasnik, Shelley; Moorthy, Savitha; Hupert, Naomi; Llorente, Carlin; Silander, Megan; Dominguez, Ximena – Education Development Center, Inc., 2015
The study presented here addresses the question of how time spent viewing and playing with PBS KIDS educational, non-commercial media at home, in family settings, can foster positive outcomes for children and parents/caregivers. The study focused on PEG+CAT, a first-generation transmedia program designed to promote children's mathematics and…
Descriptors: Family Environment, Mathematics Skills, Access to Education, Public Television
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Hunter-Johnson, Yvonne, Ed.; Cherrstrom, Catherine, Ed.; McGinty, Jacqueline, Ed.; Rhodes, Christy, Ed. – American Association for Adult and Continuing Education, 2021
The American Association for Adult and Continuing Education (AAACE) was founded in 1982 as the result of a merger between the National Association for Public and Continuing Adult Education (NAPCAE) and the Adult Education Association (AEA). This prestigious association is dedicated to the belief that lifelong learning contributes to human…
Descriptors: Conferences (Gatherings), Adult Education, Continuing Education, Lifelong Learning
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Vahdat, Sedigheh; Rasti Behbahani, Amin – Reading Matrix: An International Online Journal, 2013
This study explored the effect of video games as a new tool for Iranian EFL (English as a foreign language) vocabulary learning. To conduct the study, 40 intermediate EFL learners, both male and female, were chosen through a TOEFL proficiency test. The participants were divided into two groups (10 males and 10 females in each): a control group and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Video Games
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Hess, Taryn; Gunter, Glenda – British Journal of Educational Technology, 2013
When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…
Descriptors: Online Courses, Video Games, Mixed Methods Research, Student Motivation
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Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – Computers & Education, 2013
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
Descriptors: Educational Games, German, Second Language Instruction, Language Tests
McClarty, Katie Larsen; Orr, Aline; Frey, Peter M.; Dolan, Robert P.; Vassileva, Victoria; McVay, Aaron – Pearson, 2012
The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind…
Descriptors: Literature Reviews, Educational Games, Video Games, Educational Technology
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Chen, Shang-Ti; Chiang, I-Tsun; Liu, Eric Zhi-Feng; Chang, Maiga – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study was to develop appropriate somatosensory video game interventions on enhancing selective attention of institutional-dwelling elderly with disabilities. Fifty-eight participants aged 65[approximately]92 were recruited and divided into four groups, 4-week and 8-week experimental and two control groups, for evaluating the…
Descriptors: Disabilities, Quality of Life, Older Adults, Attention
Giesbrecht, Sheila – Education Canada, 2012
Play is important. Environmental educators Sobel and Louv write about the relationship between children and outside play and suggest that early transcendental experiences within nature allow children to develop empathetic orientations towards the natural world. Children who play out-of-doors develop an appreciation for the environment and…
Descriptors: Video Games, Recreational Activities, Play, Academic Achievement
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Staiano, Amanda E.; Abraham, Anisha A.; Calvert, Sandra L. – Developmental Psychology, 2012
Exergames are videogames that require gross motor activity, thereby combining gaming with physical activity. This study examined the role of competitive versus cooperative exergame play on short-term changes in executive function skills, following a 10-week exergame training intervention. Fifty-four low-income overweight and obese African American…
Descriptors: Physical Activities, Intervention, Adolescents, Control Groups
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Levac, Danielle; Miller, Patricia; Missiuna, Cheryl – Physical & Occupational Therapy in Pediatrics, 2012
Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in…
Descriptors: Intervention, Video Games, Neurological Impairments, Computer Simulation
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Wright, Geoffrey A.; Rich, Peter; Leatham, Keith R. – Technology and Engineering Teacher, 2012
Programming is a fundamental component of modern society. Programming and its applications influence much of how people work and interact. Because of people's reliance on programming in one or many of its applications, there is a need to teach students to be programming literate. Because the purpose of the International Technology and Engineering…
Descriptors: Multiple Literacies, Standards, Junior High School Students, Secondary School Curriculum
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