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Bisadi, Maryam; Chua, Alton Y. K; Keong, Lee Chu – International Association for Development of the Information Society, 2013
Although digital games have been developed for various subject areas, little attention has been focused on using digital games to address international students' adjustment issues. For this reason, this paper endeavors to explore the use of a digital game in facilitating international students acquire adjustment-related information. Specifically,…
Descriptors: Computer Games, Foreign Students, Student Adjustment, Educational Games
Yilmaz, Fatma Gizem Karaoglan; Yilmaz, Ramazan; Teker, Necmettin; Keser, Hafize – Online Submission, 2014
That internet is developing fast and its cost is becoming cheaper rapidly increases the number of people using this technology. Although internet provides miscellaneous benefits for the users, it also causes them to encounter certain difficulties. Particularly, those young people, who leave their families to study at a university spend most of…
Descriptors: Internet, Addictive Behavior, College Students, Student Behavior
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Eisenchlas, Susana A.; Schalley, Andrea C.; Moyes, Gordon – International Journal of Bilingual Education and Bilingualism, 2016
Home language literacy education in Australia has been pursued predominantly through Community Language Schools. At present, some 1,000 of these, attended by over 100,000 school-age children, cater for 69 of the over 300 languages spoken in Australia. Despite good intentions, these schools face a number of challenges. For instance, children may…
Descriptors: Native Language, Language Acquisition, German, Bilingualism
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Yassine-Diab, Nadia; Alazard-Guiu, Charlotte; Loiseau, Mathieu; Sorin, Laurent; Orliac, Charlotte – Research-publishing.net, 2016
In a design-based research approach (Barab & Squire, 2004), we are currently developing the first prototype of a collaborative Language for Specific Purposes (LSP) website. It focuses on technical vocabulary to help students master any field of LSP better. "Check Your Smile" is a platform aggregating various types of gameplays for…
Descriptors: Cooperative Learning, Languages for Special Purposes, Web Sites, Educational Trends
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Benakli, Nadia; Kostadinov, Boyan; Satyanarayana, Ashwin; Singh, Satyanand – International Journal of Mathematical Education in Science and Technology, 2017
The goal of this paper is to promote computational thinking among mathematics, engineering, science and technology students, through hands-on computer experiments. These activities have the potential to empower students to learn, create and invent with technology, and they engage computational thinking through simulations, visualizations and data…
Descriptors: Calculus, Probability, Data Analysis, Computation
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Lim, Yangmi; Nam, Su-Jung – Asia Pacific Journal of Education, 2017
This study analysed "The 8th Online Survey of Adolescent Health and Behaviour in 2012", which is a government-approved statistical survey of Internet use and patterns in Korea. We conducted a propensity score matching (PSM) to control for economic status differences between monocultural and multicultural families and an ANOVA to estimate…
Descriptors: Internet, Adolescents, Foreign Countries, Online Surveys
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Rachels, Jason R.; Rockinson-Szapkiw, Amanda J. – Computer Assisted Language Learning, 2018
A quasi-experimental, pretest-posttest, non-equivalent control group design was used to examine the effect of a mobile gamification application on third and fourth grade students' Spanish language achievement and student academic self-efficacy. In this study, the treatment group's Spanish language instruction was through the use of…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Telecommunications
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Sedig, Kamran; Haworth, Robert – Bulletin of Science, Technology & Society, 2012
Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design…
Descriptors: Foreign Countries, Design, Toys, Methods
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Chee, Florence M.; Taylor, Nicholas T.; de Castell, Suzanne – Bulletin of Science, Technology & Society, 2012
This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking "I agree" on the often lengthy conditions presented during the…
Descriptors: Ethics, Computer Games, Research, Contracts
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Lee, Ahlam – Educational Research and Evaluation, 2015
Among the disciplines of science, technology, engineering, and math (STEM), much attention has been paid to the influences of math- and science-related learning contexts on students' STEM major selection. However, the technology and engineering learning contexts that are linked to STEM major selection have been overlooked. In response, a…
Descriptors: STEM Education, Majors (Students), College Students, Hierarchical Linear Modeling
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Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
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Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
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Williams, Dina – Industry and Higher Education, 2015
The purpose of this study was to bridge a gap in our understanding of the role business simulation games can play in the development of entrepreneurial capabilities in undergraduate students. While entrepreneurship education has come a long way from being a branch of business and management studies, to its current status as a core discipline in…
Descriptors: Computer Games, Educational Games, Computer Simulation, Entrepreneurship
Morgan, Mia Lynn – ProQuest LLC, 2015
Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…
Descriptors: Media Literacy, Computer Literacy, Computer Games, Case Studies
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Goh, Shu Li – JALT CALL Journal, 2016
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Descriptors: Learning Strategies, Role Playing, Computer Games, Second Language Learning
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