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Levy, Helena; Hanulíková, Adriana – Language Learning, 2023
We use a novel paradigm to examine the effect of language exposure and variable input on the acquisition of words in primary school--aged children. Children growing up with different languages and foreign or regional accents in their input might benefit from their experience with variability when learning new words from peers with unfamiliar…
Descriptors: Linguistic Input, Second Language Learning, Second Language Instruction, Pronunciation
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Chan, Shiau-Wei; Looi, Chee-Kit; Ho, Weng Kin; Kim, Mi Song – Journal of Educational Computing Research, 2023
The importance of computational thinking (CT) as a 21st-century skill for future generations has been a key consideration in the reforms of many national and regional educational systems. Much attention has been paid to integrating CT into the traditional subject classrooms. This paper describes a scoping review of learning tools for integrating…
Descriptors: Thinking Skills, 21st Century Skills, Teaching Methods, Research Reports
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I-Ying Hsu; Fu-Hsing Tsai – Educational Technology & Society, 2023
This study developed a physical computing game-design project that incorporates block-based programming, physical computing, and computer game design for Taiwan's high school technology education curriculum to strengthen students' computational thinking. The project asked students to develop a somatosensory computer game using a block-based…
Descriptors: Computer Games, Design, Programming Languages, Student Attitudes
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Krish Pillai; Marcia Lovas – International Society for Technology, Education, and Science, 2023
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2).…
Descriptors: Computer Games, Educational Games, Teaching Methods, Technology Uses in Education
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Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
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Fitzpatrick, Caroline; Boers, Elroy – Health Education & Behavior, 2022
Youth today spend a tremendous amount of time with digital media. The purpose of the present study was to estimate developmental associations between screen media use between the ages of 15 and 17 and corresponding changes in prosocial behavior. Participants (N = 1,509) were part of the Quebec Longitudinal Study of Child Development, a…
Descriptors: Foreign Countries, Adolescents, Mass Media Use, Prosocial Behavior
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Kaimara, Polyxeni; Fokides, Emmanuel; Oikonomou, Andreas; Deliyannis, Ioannis – Education and Information Technologies, 2022
Digital educational games (DEGs) constitute an effective teaching approach, particularly when they are used in combination with collaborative learning scenarios. However, when changes are made in the teaching and learning process, teachers are responsible to apply and realize them in practice. Therefore, it is vital to understand their views and…
Descriptors: Teaching Methods, Educational Technology, Computer Games, Educational Games
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Klein, Michael G.; Jackson, Peter L.; Mazereeuw, Miho – Decision Sciences Journal of Innovative Education, 2022
Effective disaster response requires time-critical decisions to get personnel and supplies to the right places as quickly as possible. Such operations are complicated by the need for coordination among multiple stakeholders. In this teaching brief, we describe a serious online game for humanitarian logistics courses called the "Disaster…
Descriptors: Social Values, Natural Disasters, Emergency Programs, Decision Making
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Kirginas, Sotiris – Contemporary Educational Technology, 2022
This paper aims to explore the impact of freeform digital games on primary school students' narrative skills, in terms of linguistic cohesion and semantic coherence, compared to other digital media, such as formally structured digital games and movies. A total of 128 Year 6 Primary school students participated in this research. Initially, students…
Descriptors: Personal Narratives, Computer Games, Educational Games, Films
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Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
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Hebebci, Mustafa Tevfik; Bertiz, Yasemin; Alan, Selahattin – International Society for Technology, Education, and Science, 2022
Today's digital games attract the attention of many people from various age groups. Some sources suggest that acquaintance with digital games is as low as three years old. When digital games are evaluated from a general perspective, it is seen that the largest user group is individuals in adolescence and youth period. Individuals at this age spend…
Descriptors: Computer Games, Addictive Behavior, Student Attitudes, Physical Health
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Dixon, Daniel H. – CALICO Journal, 2022
This study quantitatively measures the variation in language derived from a targeted set of digital game mechanics. Mechanics refer to the design elements of a game that make up the overall gameplay experience, determining player actions and the degree of language interaction. A corpus was compiled by extracting the language files from two popular…
Descriptors: Language Usage, Computer Games, Second Language Learning, Second Language Instruction
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Kara, Nuri – International Journal of Computer-Assisted Language Learning and Teaching, 2022
The main aim of this study was to explore the effect of the serious mobile game Jumo the Jumper on the vocabulary acquisition of primary school English as a Foreign Language (EFL) students and their attitudes toward an EFL course. The main research design of the study was a quasi-experimental design with nonequivalent control groups that included…
Descriptors: Elementary School Students, Second Language Learning, English (Second Language), Foreign Countries
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Teh, Ee Wen; Krishnapillai, Gengeswari; Chan, Ling Meng – International Journal of Game-Based Learning, 2022
Recently, digital games are used as a form of new media with massive potential for learning the English Language. To understand the typology of user experiences with digital games, the Presence-Involvement-Flow Framework (PIFF) was utilized. A series of semi-structured interviews were conducted with ten tertiary students in Northern Malaysia.…
Descriptors: Computer Games, Educational Games, Second Language Instruction, Second Language Learning
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Olipas, Cris Norman P.; Dela Cruz, Arnold P. – Online Submission, 2022
The research has been conducted to examine the feasibility of offering a Bachelor of Science in Entertainment and Multimedia Computing, one of the Commission on Higher Education (CHED) priority courses according to [1] and in keeping with the University's mission and vision. In Nueva Ecija, questionnaires were delivered to senior high school…
Descriptors: Bachelors Degrees, Multimedia Instruction, Multimedia Materials, Computer Science Education
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