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Carver, Diane – Techniques: Connecting Education and Careers (J3), 2012
Getting students to learn new technology skills can be a challenge. After all, they know everything about computers and the Internet, right? Ninth grade students in Mrs. Aszklar's Digital Media Tools ("Digitools") class at Spanaway Junior High in Washington state quickly discovered they might not know as much as they thought. From…
Descriptors: Computer Uses in Education, Internet, Employees, Computer Games
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang – Computers & Education, 2012
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…
Descriptors: Internet, Natural Sciences, Problem Solving, Science Curriculum
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Khoo, Angeline – Asia Pacific Journal of Education, 2012
The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…
Descriptors: Addictive Behavior, Play, Moral Issues, Ethical Instruction
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Robertson, Judy – Computers & Education, 2012
This paper argues that making computer games as part of a classroom project can develop a range of new media storytelling, visual design and audience awareness skills. This claim is supported by data from the evaluation of a six week game making project in a state funded primary school in which 11-12 year old learners made their own computer games…
Descriptors: Audience Awareness, Females, Gender Differences, Peer Evaluation
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Alexander, Erica – Excellence in Education Journal, 2013
In America, there is a growing consensus that educational video games should be used in the classroom to meet the needs of 21st Century learners. According to the American Federation of Scientists (2006), students that "have grown up with digital technology and video games are especially poised to take advantage of the features of educational…
Descriptors: Grade 6, Reading Instruction, Video Games, Computer Simulation
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Petley, Rebecca; Parker, Guy; Attewell, Jill – International Journal of Game-Based Learning, 2011
The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and…
Descriptors: Telecommunications, Educational Games, Technology Uses in Education, Educational Technology
Kinney, Patti – Principal Leadership, 2011
This article presents an interview with Justice Sandra Day O'Connor. Justice O'Connor is the driving force behind iCivics, a nonprofit organization designed to increase students' knowledge of civics through interactive computer games that focus on history, laws, and government. In the interview, Justice O'Connor talks about the lack of civics…
Descriptors: Civics, Nonprofit Organizations, Social Studies, Interviews
Fletcher, J. D.; Tobias, Sigmund – Educational Technology, 2011
Evidence collected on the effectiveness of four educational technologies is briefly reviewed. The authors conclude that there is reasonable evidence that computer-assisted instruction can have at least a modest effect on improving learning and probably more when its instructional approaches are properly matched to instructional objectives, that…
Descriptors: Evidence, Educational Technology, Teaching Methods, Educational Research
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Masek, Martin; Murcia, Karen; Morrison, Jason – Australian Educational Computing, 2012
Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of learning through a fun, interactive interface; however the process of producing a pedagogically valid, yet entertaining…
Descriptors: Foreign Countries, Science Curriculum, Handheld Devices, Material Development
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Clarke, Christopher Peter – Program: Electronic Library and Information Systems, 2012
Purpose: This paper aims to examine the experiences of new users of Second Life in order to identify potential barriers and attractors to the expansion of the userbase and therefore the market for in-world information services. Design/methodology/approach: A multi-faceted methodological approach was taken utilising two questionnaires (pre- and…
Descriptors: Interviews, Interpersonal Relationship, Interaction, Electronic Libraries
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Lowdermilk, John; Martinez, Deborah; Pecina, Julie; Beccera, Lisa; Lowdermilk, Carey – TechTrends: Linking Research and Practice to Improve Learning, 2012
This article examines the use of a focused educational game. The game, "Behavior Breakthroughs"[TM], was created to teach people that work with children with autism, appropriate behavior management techniques. A group of undergraduate, teacher education students played the game and provided feedback on their experiences.
Descriptors: Autism, Student Behavior, Classroom Techniques, Special Education
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Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
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Hofferth, Sandra L.; Moon, Ui Jeong – Journal of Research on Adolescence, 2012
Adolescents' time spent messaging, exploring websites, and studying on the computer increased between 2003 and 2008. Using data from the Panel Study of Income Dynamics Child Development Supplement, this study examines how such changes have influenced individual achievement and behavior from childhood to adolescence. Greater communications and…
Descriptors: Academic Achievement, Minority Group Children, Child Development, Computer Mediated Communication
McGill, Monica M. – ProQuest LLC, 2010
Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of…
Descriptors: Foreign Countries, Undergraduate Study, College Programs, Computer Games
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Zheng, Meixun; Spires, Hiller A. – International Journal of Virtual and Personal Learning Environments, 2014
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon…
Descriptors: Elementary School Students, Grade 5, Learner Engagement, Attention
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