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Rowan, Leonie – Learning, Media and Technology, 2017
This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…
Descriptors: Teacher Attitudes, At Risk Students, Academic Achievement, Interpersonal Relationship
Li, Shupin; Hietajärvi, Lauri; Palonen, Tuire; Salmela-Aro, Katariina; Hakkarainen, Kai – Scandinavian Journal of Educational Research, 2017
The purpose of the study was to assess adolescents' participation in various socio-digital activities by using a self-report questionnaire, a social networking questionnaire, and interviews. The participants (n = 253) were grade 6-9 students from a multicultural lower-secondary school in Finland. Three profiles of socio-digital participation were…
Descriptors: Social Networks, Questionnaires, Friendship, Gender Differences
Theodoropoulos, Anastasios; Antoniou, Angeliki; Lepouras, George – ACM Transactions on Computing Education, 2017
Is there any relationship between students' cognitive style and the ability to learn programming through serious games? The aim of this work is to assess the learning effectiveness and motivational appeal of digital games for learning basic programming concepts, involving secondary education students. For this purpose, the Code.org®'s activity…
Descriptors: Foreign Countries, Cognitive Style, Computer Science Education, Programming
Leonard, Jacqueline; Barnes-Johnson, Joy; Mitchell, Monica; Unertl, Adrienne; Stubbe, Christopher R.; Ingraham, Latanya – North American Chapter of the International Group for the Psychology of Mathematics Education, 2017
This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took…
Descriptors: Computation, Elementary School Teachers, Elementary School Students, STEM Education
Unifying Computer-Based Assessment across Conceptual Instruction, Problem-Solving, and Digital Games
Miller, William L.; Baker, Ryan S.; Rossi, Lisa M. – Technology, Knowledge and Learning, 2014
As students work through online learning systems such as the Reasoning Mind blended learning system, they often are not confined to working within a single educational activity; instead, they work through various different activities such as conceptual instruction, problem-solving items, and fluency-building games. However, most work on assessing…
Descriptors: Problem Solving, Computer Games, Electronic Learning, Blended Learning
Gordon, Iris; Pierce, Matthew D.; Bartlett, Marian S.; Tanaka, James W. – Journal of Autism and Developmental Disorders, 2014
Children with autism spectrum disorder (ASD) show deficits in their ability to produce facial expressions. In this study, a group of children with ASD and IQ-matched, typically developing (TD) children were trained to produce "happy" and "angry" expressions with the FaceMaze computer game. FaceMaze uses an automated computer…
Descriptors: Children, Autism, Pervasive Developmental Disorders, Nonverbal Communication
García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
Swanson, Kelly Willard – ProQuest LLC, 2018
Traditional teacher education programs focus on pedagogy and, to a lesser extent, assessments of knowledge (Siedlecki, 2012). Pedagogy and assessments should be fundamental components of any secondary teacher's curriculum planning (Knight, Shum, & Littleton, 2014). This study sought to consider the possible effects of three pedagogical…
Descriptors: Testing, Teaching Methods, Direct Instruction, Problem Solving
Peng, Li-Wei; Lee, Cheun-Yeong – Excellence in Education Journal, 2020
The research partnership among university faculty, information technology graduate students, and science content experts from school districts developed the Web-based two-dimensional and three-dimensional virtual reality science games. The games were implemented to engage middle school students in learning, retaining, and applying newly acquired…
Descriptors: Educational Research, College Faculty, Graduate Students, Information Technology
O'Connor, Jane; Fotakopoulou, Olga – Contemporary Issues in Early Childhood, 2016
The rise in personal ownership of touch-screen technology such as iPads and smartphones in the UK in recent years has led to the increasing use of such technology by babies and very young children. This article explores this practice via an online parental survey with 226 UK parents of children aged 0-3 years within the context of the current…
Descriptors: Handheld Devices, Foreign Countries, Parent Surveys, Online Surveys
Atici, Bünyamin – Journal of Education and Learning, 2016
The developments which were experienced in the communication and technology area made internet an important part of the daily life. In this respect, the virtual communities are in prominent place which are insulated from the time and place. In the study, Hakkarim.net is researched that formed our subject as one of the most different examples of…
Descriptors: Qualitative Research, Interviews, Ethnography, Observation
Prigmore, M.; Taylor, R.; De Luca, D. – Computer Science Education, 2016
This paper presents the findings of an exploratory case study into the relationship between student autonomy and motivation in project based learning, using Self-Determination Theory (SDT) to frame the investigation. The case study explores how different forms of motivation affect the students' response to challenges and their intention to…
Descriptors: Case Studies, Personal Autonomy, Learning Motivation, Active Learning
Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan – Journal of Science Education and Technology, 2016
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy…
Descriptors: Robotics, Design, Self Efficacy, Student Attitudes
Larsen, Lasse Juel; Majgaard, Gunver – Designs for Learning, 2016
This article considers game design research in educational settings. Its focus is on how undergraduate students -- particularly engineering students -- learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space. It encapsulates the entire development process from…
Descriptors: Undergraduate Students, Engineering Education, Computer Games, Design
Loiseau, Mathieu; Cervini, Cristiana; Ceccherelli, Andrea; Masperi, Monica; Salomoni, Paola; Roccetti, Marco; Valva, Antonella; Bianco, Francesca – Research-publishing.net, 2016
In this paper, we present two versions of a learning game developed respectively at the Grenoble Alpes and Bologna University. This research focuses on a digital game aimed at favouring the learners' "playful attitude" and harnessing it towards "accuracy" aspects of language learning (lexicon and morphology, here). The game,…
Descriptors: Second Language Learning, Educational Games, Second Language Instruction, English (Second Language)