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Sardone, Nancy B. – International Association for Development of the Information Society, 2017
This article reports on teacher candidates' use of e-learning tools and activities designed for their future students. Candidates offered comments to give an idea of the strengths and challenges of each. Suggestions are made for teacher educators on the types of technology-integrated activities that lend themselves to both traditional and…
Descriptors: Teaching Methods, Cartoons, Social Studies, Teacher Educators
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Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K. – Psychology in the Schools, 2017
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Descriptors: Educational Games, Student Behavior, Program Effectiveness, Computer Games
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Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to develop a scale for determining the level of digital addiction of the youth. In this study carried out with a group of 687 students from Siirt, Dicle and Erzincan Universities, a draft scale of 28 items based on the interviews with two students who spent a long time with digital tools and their friends, and on the…
Descriptors: Addictive Behavior, College Students, Test Validity, Test Reliability
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Kesici, Ahmet; Tunç, Nazenin Fidan – Universal Journal of Educational Research, 2018
This study was carried out to investigate the digital addiction (DA) level of the university students according to their purposes for using digital tools. 527 students studying at the faculties of education of Erzincan, Dicle, and Siirt Universities participated this study in which general survey model was used. A form was used to reveal for which…
Descriptors: College Students, Addictive Behavior, Student Surveys, Internet
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Ganzeboom, Mario; Bakker, Marjoke; Beijer, Lilian; Rietveld, Toni; Strik, Helmer – British Journal of Educational Technology, 2018
The majority of patients with neurological impairment like Parkinson's Disease (PD) or stroke are affected by dysarthria. Dysarthria is a motor speech impairment which negatively affects speech dimensions such as articulation and loudness. This leads to reduced intelligibility, often hindering daily life communication. Intensive and prolonged…
Descriptors: Neurological Impairments, Speech Impairments, Physical Disabilities, Speech Language Pathology
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Swier, Robert; Peterson, Mark – JALT CALL Journal, 2018
Past research on digital games and virtual worlds suggests that these platforms provide multiple benefits for language learning, including positive effects on motivation and opportunities for authentic learner interaction. Despite this, adoption of these platforms in classrooms appears largely nonexistent. We provide a review of research on the…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Higher Education
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Usai, Francesco; O'Neil, Kiera G. R.; Newman, Aaron J. – IEEE Transactions on Learning Technologies, 2018
Computer and smartphone-based applications for second language (L2) learning have become popular tools, being integrated in many classroom-based courses and adopted by the public at large. Yet, despite a significant body of research that suggests that individuals differ in their ability to learn L2, it is still unclear what factors predict…
Descriptors: Second Language Instruction, Educational Technology, Technology Uses in Education, Educational Games
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Øygardslia, Kristine – Learning, Media and Technology, 2018
While there are several positive outcomes from implementing game design in a formal learning context, there are also challenges that have to be considered in order to improve game-based learning. This is explored in the article, using the concepts of "activity frames" and "stancetaking", focusing on the social organization of…
Descriptors: Design, Grade 6, Grade 7, Computer Games
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Hooshyar, Danial; Yousefi, M.; Wang, M.; Lim, H. – Journal of Computer Assisted Learning, 2018
Although game-based learning has been increasingly promoted in education, there is a need to adapt game content to individual needs for personalized learning. Procedural content generation (PCG) offers a solution for difficulty in developing game contents automatically by algorithmic means as it can generate individually customizable game contents…
Descriptors: Educational Games, Computer Games, Data, Individualized Instruction
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Chen, Cheng-Chia; Huang, ChingChih; Gribbins, Michele; Swan, Karen – Online Learning, 2018
"Gamified" active learning has been shown to increase students' academic performance and engagement and help them make more social connections than standard course settings. However, the costs to use an educational game design with efficient delivery of the game/course plan can be problematic. Our first objective was to evaluate the…
Descriptors: Management Systems, Computer Games, Educational Games, Costs
Squire, Nikki Marie – ProQuest LLC, 2018
Using active learning strategies, such as games, can make a positive impact on how students learn, how they process and retain information, and how they interact with digital media. This quantitative comparative research study examined differences among online freshman students' posttest information literacy (IL) summative scores comparing…
Descriptors: Comparative Analysis, Active Learning, Learning Strategies, Statistical Analysis
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Vazquez-Calvo, Boris; Zhang, Leticia Tian; Pascual, Mariona; Cassany, Daniel – Language Learning & Technology, 2019
Fan practices involving translation open up opportunities to explore language learning practices within the fandom (Sauro, 2017). We examine how three fans capitalize on fan translation and language learning. We consider the cases of Selo (an English-Spanish translator of games), Nino (a Japanese-Catalan fansubber of anime, and Alro (an…
Descriptors: Translation, Computer Games, Video Technology, Japanese
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Ronimus, Miia; Eklund, Kenneth; Pesu, Laura; Lyytinen, Heikki – Educational Technology Research and Development, 2019
This study investigates the effectiveness of a digital game--GraphoLearn (GL)--in supporting second-grade students who have persistent difficulties with acquiring accurate and fluent reading skills. The participants (N = 37) were randomly assigned either to a 6-week intervention including sessions with GL, in addition to school-provided support,…
Descriptors: Reading Difficulties, Intervention, Reading Fluency, Computer Games
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Kim, Minsung; Shin, Jungyeop – Journal of Geography, 2016
This article investigated the pedagogical potential of the "SimCity" simulation game in an urban geography course. University students used "SimCity" to build their own cities and applied a wide range of theories to support their urban structures. Moreover, the students critically evaluated the logic and functioning of the…
Descriptors: Urban Areas, Geography Instruction, Computer Simulation, Teaching Methods
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Oskenbay, Fariza; Tolegenova, Aliya; Kalymbetova, Elmira; Chung, Man Cheung; Faizullina, Aida; Jakupov, Maksat – International Journal of Environmental and Science Education, 2016
This study explores psychological trauma as a reason for computer game addiction among adolescents. The findings of this study show that there is a connection between psychological trauma and computer game addiction. Some psychologists note that the main cause of any type of addiction derives from psychological trauma, and that finding such…
Descriptors: Trauma, Mental Health, Psychology, Computer Games
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