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Bereitschaft, Bradley – Journal of Geography, 2016
For millions of gamers and students alike, city building games (CBGs) like SimCity and the more recent Cities: Skylines present a compelling initial introduction to the world of urban planning and development. As such, these games have great potential to shape players' understanding and expectations of real urban patterns and processes. In this…
Descriptors: Computer Games, Teaching Methods, Urban Areas, Transportation
Yeh, Y. -c.; Lin, C. S. – Journal of Computer Assisted Learning, 2018
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…
Descriptors: Goal Orientation, Academic Achievement, Structural Equation Models, Self Efficacy
Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
Hoyles, Celia – Research in Mathematics Education, 2018
This article argues that mathematical knowledge, and its related pedagogy, is inextricably linked to the tools in which the knowledge is expressed. The focus is on digital tools and the different roles they play in shaping mathematical meanings and in transforming the mathematical practices of learners and teachers. Six categories of digital…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Change, Educational Technology
Sheehan, Kelly Jean; Hightower, Brianna; Lauricella, Alexis R.; Wartella, Ellen – European Journal of STEM Education, 2018
Children's learning of science, technology, engineering, and mathematics (STEM) is important for their achievement in related fields. Before formal schooling, families can expose children to STEM by sharing knowledge and influencing children's use of learning tools, including media. We investigated whether parent attitudes towards STEM media and…
Descriptors: STEM Education, Preschool Children, Mathematics Skills, Science Process Skills
Stevenson, Clinton D.; Porter, Kinsey; Stevenson, Kathryn T. – Journal of Food Science Education, 2018
Understanding the role of food science education in developing undergraduate students' intentions to implement Good Manufacturing Practices (GMPs) may be a key strategy in developing the workforce's implementation of GMPs and other food safety programs. Previous research has demonstrated the effects of educational interventions on planned food…
Descriptors: Undergraduate Students, Foods Instruction, Food Service, Manufacturing
Li, Qing; Pustaka, Arkhadi – Educational Research, 2017
Background: Cyberbullying is connected with online gaming in complex ways. Although cyberbullying can occur while people play games, it is also the case that gaming may have the potential to address cyberbullying and bullying problems. Purpose: This study examines young adults' beliefs and experiences related to cyberbullying and gaming. Sample:…
Descriptors: Bullying, Computer Mediated Communication, Attitude Measures, College Students
Johnson, Claire – International Journal of Computer Science Education in Schools, 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 the learning…
Descriptors: Foreign Countries, Computer Games, Educational Technology, Technology Uses in Education
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
Hofman, Abe D.; Brinkhuis, Matthieu J. S.; Bolsinova, Maria; Klaiber, Jonathan; Maris, Gunter; van der Maas, Han L. J. – Journal of Intelligence, 2020
One of the highest ambitions in educational technology is the move towards personalized learning. To this end, computerized adaptive learning (CAL) systems are developed. A popular method to track the development of student ability and item difficulty, in CAL systems, is the Elo Rating System (ERS). The ERS allows for dynamic model parameters by…
Descriptors: Teaching Methods, Computer Assisted Instruction, Difficulty Level, Individualized Instruction
Al-Muwallad, Ziad Abdulrahman – International Journal of Education and Literacy Studies, 2020
This study attempted to investigate the vital role of the internet in enhancing the learning of reading. In addition, the study aimed to measure the students' attitudes towards the internet and to identify to what extent the internet was employed in their reading classes. Moreover, the study aimed to explore the challenges that they encountered…
Descriptors: Males, College Preparation, Second Language Learning, Second Language Instruction
Krenca, Klaudia; Gottardo, Alexandra; Geva, Esther; Chen, Xi – Annals of Dyslexia, 2020
The purpose of the present study was to examine the predictive value of a dynamic test of English and French lexical specificity on at-risk reading classification in 13 at-risk and 44 not at-risk emerging English (L1)-French (L2) bilingual Grade 1 children (M = 75.87 months, SD = 3.18) enrolled in an early French immersion program in Canada.…
Descriptors: French, Dyslexia, English, Native Language
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
Spires, Hiller A. – Journal of Adolescent & Adult Literacy, 2015
Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…
Descriptors: Educational Games, Video Games, Computer Games, Teaching Methods
Si, Mei – International Journal of Artificial Intelligence in Education, 2015
Second language acquisition after the students have learned their first language is a unique process. One major difference between learning a foreign language and one's mother tongue is that second language learning is often facilitated with digital media, and in particular, through interacting with computers. This project is aimed at leveraging…
Descriptors: Chinese, Second Language Learning, Computer Games, Virtual Classrooms

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