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Kordaki, Maria; Gousiou, Anthi – Educational Technology & Society, 2016
This paper presents a 10-year review study that focuses on the investigation of the use of computer card games (CCGs) as learning tools in Computer Science (CS) Education. Specific search terms keyed into 10 large scientific electronic databases identified 24 papers referring to the use of CCGs for the learning of CS matters during the last…
Descriptors: Computer Science Education, Computer Games, Electronic Libraries, Literature Reviews
O'Reilly, Gary; Coyle, David; Tunney, Conall – International Journal of Game-Based Learning, 2016
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Descriptors: Buddhism, Computer Games, Metacognition, Relaxation Training
Ružic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea – International Journal of Research in Education and Science, 2016
The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of information, the velocity…
Descriptors: Technology Uses in Education, Educational Technology, Video Games, Grade 7
Forbes, Paul A. G.; Pan, Xueni; de C. Hamilton, Antonia F. – Journal of Autism and Developmental Disorders, 2016
Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Imitation
Bednarz, Jana; Delfabbro, Paul; King, Daniel – International Journal of Mental Health and Addiction, 2013
The aim of this study was to examine the role of free-play modes on gambling behaviour in computer-based roulette. Eighty participants were randomly allocated to one of four pre-exposure conditions: no exposure (control group), a loss condition, a break-even and a profit condition in which the return to player was greater than 100%. Behavioural…
Descriptors: Addictive Behavior, Persistence, Play, Computer Games
Jana, Bekešová; Iveta, Romanová – ICTE Journal, 2019
The paper focuses on six technological innovations which have influenced English language teaching and learning. Their potential is analysed and the way suggested how they could be creatively used. In the research part, authors introduce the most popular ones among English teachers and present those they would like to apply within the lessons.…
Descriptors: Instructional Innovation, Teaching Methods, English (Second Language), Second Language Learning
Godwin-Jones, Robert – Language Learning & Technology, 2019
It has been repeatedly asserted in recent years that telecollaboration is such a powerful and effective tool for both second language acquisition (SLA) and fostering intercultural communication competence (ICC) that it should be regularly included in foreign language instruction (Çiftçi & Savas, 2018; Lewis & O'Dowd, 2016a; O'Dowd, 2016a;…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Social Media, Teaching Methods
Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
Allsop, Yasemin – Online Submission, 2019
This thesis examines children's thinking, learning and metacognition when designing their own computer games. The study aims to understand more about what kind of learning takes place, and how it emerges whilst children are authoring their own computer games. The aim is to get an insight into the cognitive processes students exercise that…
Descriptors: Computer Games, Thinking Skills, Metacognition, Learning Processes
Bolstad, Rachel; McDowall, Sue – New Zealand Council for Educational Research, 2019
This report discusses the potential of games to support learning, and what innovative game-based (or "gameful") learning and teaching practices can look like in a range of New Zealand school settings. Over 2 years, we undertook fieldwork in 14 schools, interviewed 21 teachers and more than 100 students ranging from Year 3 to Year 13. We…
Descriptors: Foreign Countries, Game Based Learning, Educational Innovation, Educational Practices
Giralt, Marta; Murray, Liam – Research-publishing.net, 2019
At a recent TeCoLa3 project conference, Colpaert (2017) declared: "there is not enough evidence to suggest that technology has a direct effect on learning, not even virtual worlds. No, not even games… My hypothesis is… that the added value of technology depends on the designs of your learning environment on the one hand… and what I will talk…
Descriptors: Computer Games, Intercultural Communication, Computer Simulation, Teaching Methods
Baker, David Scott; Underwood, James, III; Thakur, Ramendra – Marketing Education Review, 2017
This study aimed to establish a pedagogical positioning of a business marketing simulation as a grounded learning teaching tool and empirically assess the dimensions of cognitive absorption related to grounded learning effectiveness in an iterative business simulation environment. The method/design and sample consisted of a field study survey…
Descriptors: Marketing, Simulation, Predictor Variables, Instructional Effectiveness
Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
Hatherly, Amanda – Community College Journal of Research and Practice, 2017
Teaching building science to community college students can be challenging given both the macro (houses change subject to varying seasons) and the micro (heat transfer, moisture movement) level of the topics taught. Simulations and games can provide a way of learning material that can otherwise be difficult for students to understand. In this…
Descriptors: Community Colleges, Two Year College Students, Building Design, Buildings
Namgyel, Tshewang; Bharaphan, Khajornsak – Asia-Pacific Forum on Science Learning and Teaching, 2017
Photoelectric effect is regarded as one difficult topic in physics for science students because it is the abstract and multidimensional phenomenon. This study aims to develop the learning unit incorporated simulation and game with the 5E learning cycle for promoting the grade 12 science students' understanding of photoelectric effect and learning…
Descriptors: Computer Games, Computer Simulation, Grade 12, Physics

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