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Ganzeboom, Mario; Bakker, Marjoke; Beijer, Lilian; Rietveld, Toni; Strik, Helmer – British Journal of Educational Technology, 2018
The majority of patients with neurological impairment like Parkinson's Disease (PD) or stroke are affected by dysarthria. Dysarthria is a motor speech impairment which negatively affects speech dimensions such as articulation and loudness. This leads to reduced intelligibility, often hindering daily life communication. Intensive and prolonged…
Descriptors: Neurological Impairments, Speech Impairments, Physical Disabilities, Speech Language Pathology
Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
Øygardslia, Kristine – Learning, Media and Technology, 2018
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of "activity frames" and "stancetaking", focusing on the social organization of…
Descriptors: Design, Grade 6, Grade 7, Computer Games
Hooshyar, Danial; Yousefi, M.; Wang, M.; Lim, H. – Journal of Computer Assisted Learning, 2018
Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents…
Descriptors: Educational Games, Computer Games, Data, Individualized Instruction
Chen, Cheng-Chia; Huang, ChingChih; Gribbins, Michele; Swan, Karen – Online Learning, 2018
"Gamified" active learning has been shown to increase students' academic performance and engagement and help them make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the…
Descriptors: Management Systems, Computer Games, Educational Games, Costs
Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
Kim, Minsung; Shin, Jungyeop – Journal of Geography, 2016
This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…
Descriptors: Urban Areas, Geography Instruction, Computer Simulation, Teaching Methods
Oskenbay, Fariza; Tolegenova, Aliya; Kalymbetova, Elmira; Chung, Man Cheung; Faizullina, Aida; Jakupov, Maksat – International Journal of Environmental and Science Education, 2016
This study explores psychological trauma as a reason for computer game addiction among adolescents. The findings of this study show that there is a connection between psychological trauma and computer game addiction. Some psychologists note that the main cause of any type of addiction derives from psychological trauma, and that finding such…
Descriptors: Trauma, Mental Health, Psychology, Computer Games
Høiseth, Marikken; Hopperstad, Marit Holm – Child Care in Practice, 2016
This study explores how toddlers and caregivers make meaning with an interactive healthcare game on a tablet during medical treatment. The data material consists of video recordings of six nebuliser treatments of two children. Using a social semiotic perspective and a multimodal analysis, the study identifies how children and caregivers make…
Descriptors: Toddlers, Medical Services, Health Services, Caregiver Child Relationship
Gallup, Jennifer; Duff, Christine; Serianni, Barbara; Gallup, Adam – Education and Training in Autism and Developmental Disabilities, 2016
A phenomenological study was conducted to investigate the social experiences and perceptions of friendship among three adolescents with an Autism Spectrum Disorder (ASD) engaged in online videogame play in the context of a massively multiplayer online role-playing game (MMORPG). Semi-structured interviews with three participants, diagnosed with…
Descriptors: Socialization, Friendship, Computer Games, Role Playing
Artym, Corbett; Carbonaro, Mike; Boechler, Patricia – Australian Educational Computing, 2016
There is a growing interest in the application of digital games to enhance learning across many educational levels. This paper investigates pre-service teachers' ability to operationalize the learning principles that are considered part of a good digital game (Gee, 2007) by designing digital games in Scratch. Forty pre-service teachers, enrolled…
Descriptors: Preservice Teachers, Educational Technology, Instructional Design, Surveys
Underwood, Charles; Mahmood, Mara Welsh; Pranzetti, Dirce M. F.; Toloza de O. Costa, Maria Cec?lia – International Journal for Research on Extended Education, 2016
This research examines mediational processes in digital activities at Projeto Clicar, a program designed to promote the social inclusion of children living and working on the streets of São Paulo, Brasil. It offers a cognitive ethnography of how the program's particular relational habitus, or pedagogical frame, shapes children's participatory…
Descriptors: Mediation Theory, Inclusion, Social Integration, Homeless People
Hansen, Alexandria Killian; Dwyer, Hilary; Harlow, Danielle Boyd; Franklin, Diana – AERA Online Paper Repository, 2016
We developed the Draw-A-Computer-Scientist-Test (DACST) to better understand elementary school students' conceptions of computer scientists and the nature of their work. By understanding how young children perceive computer scientists, we can broaden their ideas about the activities and images of computer scientists. We administered the DACST to…
Descriptors: Computer Science, Scientists, Elementary School Students, Concept Formation
Gerkushenko, Svetlana; Gerkushenko, Georgy – International Journal of Game-Based Learning, 2014
The article describes the role of play in child's development and identifies the characteristics of mature play in preschool age. The paper gives an overview of the computer games for preschool children used in Russian kindergartens. The research conducted with 50 Russian kindergarten teachers provides the analysis of the most important factors of…
Descriptors: Play, Computer Games, Preschool Children, Foreign Countries

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