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Montana Office of Public Instruction, 2019
The Montana Youth Risk Behavior Survey (YRBS) is administered by the Montana Office of Public Instruction every two years to students in grades 7 through 12. The purpose of the survey is to help monitor the prevalence of behaviors that not only influence youth health, but also put youth at risk for the most significant health and social problems…
Descriptors: Health Behavior, Homeless People, Disadvantaged Youth, High School Students
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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
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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
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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
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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
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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
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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)
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Spaniol, Mayra Muller; Shalev, Lilach; Kossyvaki, Lila; Mevorach, Carmel – Journal of Autism and Developmental Disorders, 2018
This study assessed the effectiveness of an attention intervention program (Computerized Progressive Attentional Training; CPAT) in improving academic performance of children with ASD. Fifteen 6-10 year olds with ASD attending a mainstream and a special school were assigned to an experimental (CPAT; n = 8) and active control (computer games; n =…
Descriptors: Attention Control, Training, Autism, Pervasive Developmental Disorders
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Lan, Yu-Ju; Liao, Chia-Ying – Innovation in Language Learning and Teaching, 2018
The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…
Descriptors: Listening Comprehension, Second Language Learning, Second Language Instruction, Interviews
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Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
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Laohajaratsang, Thanomporn – THAITESOL Journal, 2018
This research examines a selection of academic articles, existing evidence, and early indications of newly-designed Learning Management System (LMS) tools/functions, and then analyzes and synthesizes the concepts to form a thorough description of the components within the concept of next-generation LMS. The comparison of conventional LMS and…
Descriptors: Management Systems, Artificial Intelligence, Social Media, Computer Mediated Communication
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Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & Rünger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
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Kermani, Hengameh – Malaysian Journal of Learning and Instruction, 2017
Purpose: The present study was designed to examine whether mathematics computer games improved young children's learning of number sense under three different conditions: when used individually, with a peer, and with teacher facilitation. Methodology: This study utilized a mixed methodology, collecting both quantitative and qualitative data. A…
Descriptors: Computer Games, Educational Games, Mathematics Instruction, Elementary School Mathematics
Wong, Lung-Hsiang; Looi, Chee-Kit; Boticki, Ivica – Research and Practice in Technology Enhanced Learning, 2017
Appropriate design of collaborative learning activities for students using mobile devices can be supported by different forms of scaffolding provided by peers, by the teacher or by the technology. Building on prior studies in mCSCL (mobile computer-supported collaborative learning), we developed Chinese-PP, a novel in-class mobile synchronous…
Descriptors: Scaffolding (Teaching Technique), Chinese, Teaching Methods, Educational Technology
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Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
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