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Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen – Educational Technology & Society, 2013
Learning styles are considered to be one of the factors that need to be taken into account in developing adaptive learning systems. However, few studies have been conducted to investigate if students have the ability to choose the best-fit e-learning systems or content presentation styles for themselves in terms of learning style perspective. In…
Descriptors: Cognitive Style, Student Needs, Educational Games, Cognitive Processes
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Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu – Australasian Journal of Educational Technology, 2013
In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…
Descriptors: Student Attitudes, Primary Education, Environmental Education, Intention
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games
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Herro, Danielle – Theory Into Practice, 2015
Because traditional schools struggle to effectively understand, implement, and sustain digital learning initiatives, innovating with digital media in classrooms is a difficult endeavor. Practitioners need examples to better understand conditions necessary to move forward with digital media and learning (DML) in schools. This article provides…
Descriptors: Sustainability, Educational Technology, Technology Uses in Education, Technology Integration
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Worth, Jack; Sizmur, Juliet; Ager, Rob; Styles, Ben – Education Endowment Foundation, 2015
The project, "Oxford Improving Numeracy and Literacy Programme," was delivered by Oxford University Department of Education. This evaluation tested two different initiatives with Year 2 children: "Mathematics and Reasoning" and "Literacy and Morphemes." The "Mathematics and Reasoning" programme aimed to…
Descriptors: Foreign Countries, Numeracy, Program Evaluation, Elementary School Mathematics
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Farmer, Lesley S. J. – Knowledge Quest, 2011
Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…
Descriptors: Females, School Libraries, Sex Fairness, Librarians
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Swier, Robert – JALT CALL Journal, 2014
Recent studies of learner interaction in virtual worlds have tended to select basic tasks involving open-ended communication. There is evidence that such tasks are supportive of language acquisition, however it may also be beneficial to consider more complex tasks. Research in task-based learning has identified features such as non-linguistic…
Descriptors: Virtual Classrooms, Task Analysis, Goal Orientation, Qualitative Research
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Cheong, Christopher; Filippou, Justin; Cheong, France – Journal of Information Systems Education, 2014
Games offer people engaging and motivating experiences. The process of recreating this type of experience in systems that are not typically considered games is called "gamification." Improving engagement and motivation in a learning environment is desired by many educators as traditional approaches do not seem to be as engaging as they…
Descriptors: Educational Technology, Educational Games, Student Surveys, Undergraduate Students
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Dourda, Kyriaki; Bratitsis, Tharrenos; Griva, Eleni; Papadopoulou, Penelope – Electronic Journal of e-Learning, 2014
In this paper an educational design proposal is presented which combines two well established teaching approaches, that of Game-based Learning (GBL) and Content and Language Integrated Learning (CLIL). The context of the proposal was the design of an educational geography computer game, utilizing QR Codes and Google Earth for teaching English…
Descriptors: Case Studies, Educational Games, Geography Instruction, English (Second Language)
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Butler, Yuko Goto; Someya, Yuumi; Fukuhara, Eiji – ELT Journal, 2014
Young learners' use of instructional games in foreign language learning is not yet well understood. Using games that were part of the learning tools for an online assessment, Jido-Eiken, a standardized English proficiency test for young learners in Japan, we examined young learners' game-playing behaviours and the relationship of these behaviours…
Descriptors: Computer Games, Second Language Programs, Second Language Instruction, English (Second Language)
Takeuchi, Lori M.; Vaala, Sarah – Joan Ganz Cooney Center at Sesame Workshop, 2014
Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and…
Descriptors: Educational Games, Computer Games, Video Games, Technology Uses in Education
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Hannaford, Jeanette – Literacy, 2012
This article explores children's imaginative interaction with Internet games in the belief that an understanding of children's life experiences is essential to effective teaching and learning within the classroom. It is underpinned by the idea that imaginative play is, at least in some part, the work of children undertaking identity practice. It…
Descriptors: Interaction, Internet, Play, Imagination
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Martin, Crystle – Bulletin of Science, Technology & Society, 2012
This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…
Descriptors: Information Sources, Self Concept, Males, Novices
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Dietel, Ron – Kappa Delta Pi Record, 2012
Even as the Internet and i-devices have changed so many parts of people's lives, educational testing has not changed substantially in decades. Though researchers and educators have for years raised ample concerns about existing tests, assessments have barely evolved. Further, despite years of expanded testing and greater school accountability,…
Descriptors: Student Evaluation, Teacher Effectiveness, Accountability, National Competency Tests
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Güroglu, Berna; Will, Geert-Jan; Klapwijk, Eduard T. – International Journal of Developmental Science, 2013
The current study presents a novel experimental design to examine how "real-life" peer relationships modulate altruistic punishment of bullies and compensation of victims after "observed" ostracism. Twenty-four participants (age 20) were invited to an experimental session in groups of three classmates and two unfamiliar peers,…
Descriptors: Altruism, Bullying, Computer Games, Computer Simulation
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