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Shroff, Ronnie Homi; Ting, Fridolin Sze Thou; Lam, Wai Hung – Australasian Journal of Educational Technology, 2019
This article reports on the design, development, and validation of a new instrument, the Technology-Enabled Active Learning Inventory (TEAL), to measure students' perceptions of active learning in a technology-enabled learning context. By laying the theoretical foundation, a conceptual framework for technology-enabled active learning was…
Descriptors: Student Attitudes, Active Learning, Validity, Measures (Individuals)
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Bozkur, Eyüp – International Journal of Progressive Education, 2019
Values are concepts that influence and direct individuals' behaviors. Because values directly influence society's structure, values education also takes an important place. Both children's games and values education have a structure that can diversify values education and make it entertaining during learning. In this study, it was aimed to reveal…
Descriptors: Values Education, Educational Games, Teacher Attitudes, Computer Games
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Lakanen, Antti-Jussi; Kärkkäinen, Tommi – ACM Transactions on Computing Education, 2019
Short-term outreach interventions are conducted to raise young students' awareness of the computer science (CS) field. Typically, these interventions are targeted at K--12 students, attempting to encourage them to study CS in higher education. This study is based on a series of extra-curricular outreach events that introduced students to the…
Descriptors: Program Effectiveness, Programming, Outreach Programs, Intervention
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Greer, Mary; Lin, Lijia; Atkinson, Robert K. – Interactive Learning Environments, 2017
The purpose of this study was to determine whether playing "Quest for the Code"™, a computer game designed to teach children about asthma, would help healthy children acquire knowledge about and attitudes towards asthma and whether the beneficial effects would be maintained over time. The sample consisted of 155 children from four middle…
Descriptors: Computer Games, Teaching Methods, Diseases, Health Education
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – IEEE Transactions on Learning Technologies, 2017
Computer programming has for decades posed several difficulties for students of all educational levels. A number of teaching approaches have been proposed over the years but none seems to fulfil the needs of students nowadays. Students use computers mainly for playing games and the Internet and as quite a few researchers state this aspect of…
Descriptors: Computer Games, Computer Science Education, Programming, Instructional Effectiveness
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DiCerbo, Kristen E. – Journal of Applied Testing Technology, 2017
While game-based assessment offers new potential for understanding the processes students use to solve problems, it also presents new challenges in uncovering which player actions provide evidence that contributes to understanding about students' knowledge, skill, and attributes that we are interested in assessing. A development process that…
Descriptors: Educational Games, Evaluation Methods, Educational Technology, Technology Uses in Education
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Scoular, Claire; Care, Esther; Awwal, Nafisa – Electronic Journal of e-Learning, 2017
With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…
Descriptors: Educational Games, Computer Games, Scoring, Cooperative Learning
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McCaffrey, Tony; Matthews, Percival G. – Mathematics Teacher, 2017
In this article, the authors discuss the potential of the icon-based mathematical games, emoji math and mobile math, to promote student engagement with and understanding of algebra. They describe how these games serve as accessible entry points for algebraic thinking and that, in contrast to traditional symbolic algebra, the use of these…
Descriptors: Mathematics Instruction, Algebra, Educational Technology, Technology Uses in Education
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Fokides, Emmanuel – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…
Descriptors: Programming, Computer Games, Elementary School Students, Teaching Methods
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Baghaei, Nilufar; Casey, John; Nandigam, David; Sarrafzadeh, Abdolhossein; Maddison, Ralph – International Association for Development of the Information Society, 2017
Traditional methods for diabetic education rely heavily on written materials and there is only a limited amount of resources targeted at educating diabetic children. Mobile games can be effective, evidence-based, and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer…
Descriptors: Diabetes, Computer Games, Telecommunications, Life Style
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Sardone, Nancy B. – International Association for Development of the Information Society, 2017
This article reports on teacher candidates' use of e-learning tools and activities designed for their future students. Candidates offered comments to give an idea of the strengths and challenges of each. Suggestions are made for teacher educators on the types of technology-integrated activities that lend themselves to both traditional and…
Descriptors: Teaching Methods, Cartoons, Social Studies, Teacher Educators
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Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K. – Psychology in the Schools, 2017
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Descriptors: Educational Games, Student Behavior, Program Effectiveness, Computer Games
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Valarie Akerson, Editor; Ozkan Akman, Editor; M. Lutfi Ciddi, Editor – International Society for Technology, Education, and Science, 2024
"Proceedings of International Conference on Social and Education Sciences" includes full papers presented at the International Conference on Social and Education Sciences (IConSES), which took place on October 17-20, 2024, in Chicago, Illinois. The aim of the conference is to offer opportunities to share ideas, discuss theoretical and…
Descriptors: Higher Education, Ethics, Technology Uses in Education, Mathematics Education
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Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
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Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to investigate the digital addiction (DA) level of the university students according to their purposes for using digital tools. 527 students studying at the faculties of education of Erzincan, Dicle, and Siirt Universities participated this study in which general survey model was used. A form was used to reveal for which…
Descriptors: College Students, Addictive Behavior, Student Surveys, Internet
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