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Johnson, Claire – Online Submission, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…
Descriptors: Foreign Countries, Secondary School Students, Qualitative Research, Case Studies
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Inchamnan, Wilawan – IAFOR Journal of Education, 2016
This research investigates the extent to which creative processes can be fostered through computer gaming. It focuses on creative components in games that have been specifically designed for educational purposes: Digital Game Based Learning (DGBL). A behavior analysis for measuring the creative potential of computer game activities and learning…
Descriptors: Computer Games, Learning Activities, Science Process Skills, Check Lists
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Chen, Hong-Ren; Lin, You-Shiuan – Technology, Pedagogy and Education, 2016
By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…
Descriptors: Educational Games, Computer Games, Poetry, Junior High School Students
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem
Carlsson-Paige, Nancy – Defending the Early Years, 2018
Many parents find it hard to make decisions about screen time for their kids because advice comes from different directions and often conflicts. In the field of child development, there are decades of theory and research that can be very helpful as a guide for screen and digital device use with young kids. These ideas can be a resource for parents…
Descriptors: Young Children, Child Development, Information Technology, Mass Media Use
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Romine, William; Sadler, Troy D.; Presley, Morgan; Klosterman, Michelle L. – International Journal of Science and Mathematics Education, 2014
This study presents the systematic development, validation, and use of a new instrument for measuring student interest in science and technology. The Student Interest in Technology and Science (SITS) survey is composed of 5 sub-sections assessing the following dimensions: interest in learning science, using technology to learn science, science…
Descriptors: Student Interests, Science Interests, Technology, Student Surveys
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Lecusay, Robert – International Journal for Research on Extended Education, 2014
There is widespread agreement that further research is needed in order to identify afterschool program characteristics useful for understanding why some programs are more successful than others. The bulk of recommendations put forth by researchers, practitioners and policy makers focus on observable characteristics of the afterschool setting as a…
Descriptors: After School Programs, Computer Games, Problem Solving, Ability
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Crisp, Jeffrey T. – International Perspectives on Higher Education Research, 2014
Gamification of learning and assessment will require new approaches to defining tasks as teachers will need to decide how to incorporate diagnostic, formative, and summative assessment components within a more holistic educational environment. Game theory will be blended with learning theory in curriculum design and will result in the redesign of…
Descriptors: Formative Evaluation, Summative Evaluation, Holistic Approach, Learning Theories
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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Nicholas, Karen; Fletcher, Jo – Journal of Research in Childhood Education, 2017
By giving early adolescents in their last 2 years of primary/elementary schooling opportunities to voice their ideas, teacher educators, school leaders, and teachers gain insight into how children view their mathematics learning. This article explores the views and aspirations of 34 11- to 13-year-old students from a range of socioeconomic schools…
Descriptors: Foreign Countries, Early Adolescents, Secondary School Students, Elementary School Students
Nikolayev, Mariya – ProQuest LLC, 2015
This single-subject research study examined functional relation between digital games enriched with voice-overs and theory of mind (ToM) when game play was either followed or not followed by a discussion focused on the game's content. The study employed multiple baseline design across participants to evaluate the effects of games with mental state…
Descriptors: Preschool Children, Theory of Mind, Thinking Skills, Skill Development
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Mallon, Melissa – Public Services Quarterly, 2013
The New Media Consortium's "Horizon Report" for higher education cites games and gamification with a time-to-adoption of two to three years. The use of digital games is almost ubiquitous in social media and is swiftly gaining popularity in other industries as well. Many in higher education have embraced gamification due to its…
Descriptors: Library Services, Online Systems, Computer Games, Computer Software Reviews
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Ballance, Oliver James – Language Learning & Technology, 2013
In the previous issue of "LLT", I commented upon Stockwell (2010), suggesting that the learning activities investigated limited the scope of his research on the effects of the MALL platform. Professor Stockwell responded in the same issue with a spirited riposte. However, it became clear that much of the disagreement lay in a matter of definition.…
Descriptors: Learning Activities, Teaching Methods, Electronic Learning, Internet
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Peterson, Mark – Computer Assisted Language Learning, 2016
Contemporary CALL research reflects renewed interest in digital games. One aspect of this phenomenon namely, use of massively multiplayer online role-playing games (MMORPGs), has expanded significantly, highlighting the need for a review. This paper analyzes findings from 10 learner-based studies that draw on accounts of SLA informed by cognitive…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Computer Games
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Tsai, Fu-Hsing – Educational Technology & Society, 2016
This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…
Descriptors: Educational Technology, Technology Uses in Education, Scoring, Computer Games
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