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Deveci, I.; Onder, I. – Science Education International, 2015
The purpose of the present study was to investigate the views of the students on homework assignments for science courses. Survey method was adopted for this study. The sample for the study was composed of 1584 seventh and eighth grade students from middle schools. The views of the students regarding homework assignments for science and technology…
Descriptors: Middle School Students, Student Attitudes, Homework, Assignments
Sayan, Hamiyet – Educational Research and Reviews, 2015
This study aims to analyze the relationship between playing computer games and learning basic mathematics skills. It shows the role computer games play in the learning and achievement of basic mathematical skills by students. Nowadays it is clear that individuals, especially young persons are very fond of computer and computer games. Since…
Descriptors: Mathematics Instruction, Teaching Methods, Computer Games, Mathematics Skills
Salminen, Jonna; Koponen, Tuire; Räsänen, Pekka; Aro, Mikko – Mathematical Thinking and Learning: An International Journal, 2015
Weaknesses in early number skills have been found to be a risk factor for later difficulties in mathematical performance. Nevertheless, only a few intervention studies with young children have been published. In this study, the responsiveness to early support in kindergarteners with most severe difficulties was examined with two different computer…
Descriptors: At Risk Students, Kindergarten, Mathematics Skills, Computer Assisted Instruction
de Vries, Marieke; Prins, Pier J. M.; Schmand, Ben A.; Geurts, Hilde M. – Journal of Child Psychology and Psychiatry, 2015
Background: People with autism spectrum disorders (ASDs) experience executive function (EF) deficits. There is an urgent need for effective interventions, but in spite of the increasing research focus on computerized cognitive training, this has not been studied in ASD. Hence, we investigated two EF training conditions in children with ASD.…
Descriptors: Autism, Pervasive Developmental Disorders, Executive Function, Intervention
Albu, Mihai; Atack, Lynda; Srivastava, Ishaan – Health Education Journal, 2015
Objective: Motivating clients to change the health behaviour, and maintaining an interest in exercise programmes, is an ongoing challenge for health educators. With new developments in technology, simulation and gaming are increasingly being considered as ways to motivate users, support learning and promote positive health behaviours. The purpose…
Descriptors: Health Education, Simulation, Usability, Health Behavior
Marton, Ference; Pang, Ming Fai – Frontline Learning Research, 2013
In helping learners to make a novel meaning their own, such as when helping children to understand what a word means or teaching students a new concept in school, we frequently point to examples that share the aimed-at meaning but differ otherwise. This type of approach rests on the assumption that novel meanings can be acquired through the…
Descriptors: Novelty (Stimulus Dimension), Computer Games, Differences, Phenomenology
O'Shea, Patrick; Curry-Corcoran, Daniel – International Journal of Virtual and Personal Learning Environments, 2013
This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…
Descriptors: Teacher Developed Materials, Computer Simulation, Elementary School Teachers, Grade 5
Sancar Tokmak, Hatice; Ozgelen, Sinan – Educational Sciences: Theory and Practice, 2013
This case study aimed to examine early childhood education (ECE) pre-service teachers' perception on the factors affecting integration of educational computer games to their instruction in two areas: selecting and redesigning. Twenty-six ECE pre-service teachers participated in the study. The data was collected through open-ended questionnaires,…
Descriptors: Foreign Countries, Early Childhood Education, Preservice Teachers, Student Attitudes
Ray, Beverly; Faure, Caroline; Kelle, Fay – American Secondary Education, 2013
This paper examines how Social Impact Games (SIGs) can provide important instructional support in secondary social studies classrooms. When used within the framework of the constructivist teaching philosophy and teaching methods, as recommended by the NCSS (2010), SIGs have the potential to hone critical thinking, collaboration, and problem…
Descriptors: Constructivism (Learning), Educational Games, Computer Games, Computer Uses in Education
Coldren, Jeffrey T. – Mind, Brain, and Education, 2013
Children's ability to shift behavior in response to changing environmental demands is critical for successful intellectual functioning. While the processes underlying the development of cognitive control have been thoroughly investigated, its functioning in an ecologically relevant setting such as school is less well understood. Given the alarming…
Descriptors: Kindergarten, Young Children, Cognitive Development, Self Control
Tan, Jean Lee; Goh, Dion Hoe-Lian; Ang, Rebecca P.; Huan, Vivien S. – Computers & Education, 2013
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose…
Descriptors: Educational Games, Computer Games, Problem Solving, Interpersonal Competence
Ke, Fengfeng – Computers & Education, 2013
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Descriptors: Tutoring, Information Technology, Achievement Tests, Teaching Methods
Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane – International Association for Development of the Information Society, 2013
Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…
Descriptors: Educational Games, Simulated Environment, Technology Uses in Education, Teaching Methods
Gibson, David; Jakl, Peter – International Association for Development of the Information Society, 2013
Among the unique affordances of digital simulations are changes in the possibilities for targets as well as the methods of assessment, most significantly, toward integration of thinking with action, embedding of tasks-as-performance of knowledge-in-action, and unobtrusive observational methods. This paper raises and briefly defines key data…
Descriptors: Computer Simulation, Databases, Computer Games, Learning Processes
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics

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