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Showing 1 to 15 of 22 results Save | Export
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Laura Schlingloff-Nemecz; Maayan Stavans; Barbu Revencu; Kazuhide Hashiya; Hiromi Kobayashi; Gergely Csibra – Child Development, 2025
A series of experiments conducted in Central Europe (Hungary, Austria) and East Asia (Japan) probed whether 5- to 10-year-old children (n = 436, 213 female) and adults (n = 71, 43 female; all data collected between July 2020 and May 2023) would infer traits and choose partners accordingly, in a novel touchscreen game. The participants observed…
Descriptors: Children, Inferences, Computer Games, Animation
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Torun, Berkay; Karakurt, Serdar; Aydin, Taha Bilal; Altunel, Yusuf – Turkish Online Journal of Educational Technology - TOJET, 2021
In this paper we present the result of our work on implementation of an interactive environment that can be used to develop adaptive games with animating characters. The environment is designed to run in design and run mode, whereas certain design mode characteristics are still applicable in run mode so that the player can enhance the game and…
Descriptors: Educational Games, Instructional Design, Computer Games, Computer Simulation
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Segaran, Kogilathah; Mohamad Ali, Ahmad Zamzuri; Hoe, Tan Wee – E-Learning and Digital Media, 2021
Virtual learning companions, such as avatars, have shown significant potential in assisting learners--particularly in the Digital Game-Based Learning (DGBL) condition. Since there are many avatar design approaches which can be utilized in DGBL, questions arise on which type of these are most preferred by learners. Mainly, in ensuring that the…
Descriptors: Design, Educational Games, Computer Games, Computer Simulation
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Lee, I-Jui – Interactive Learning Environments, 2021
Children with autism spectrum disorder (ASD) often find it difficult to communicate using body language and facial expressions to respond appropriately socially. This negatively affects the quality of their everyday social life. Children with ASD can learn to socially interact with virtual three-dimensional (3D) characters in animated games…
Descriptors: Autism, Pervasive Developmental Disorders, Interpersonal Communication, Interpersonal Competence
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Campe, Shannon; Denner, Jill; Green, Emily; Torres, David – Computer Science Education, 2020
Background and Context: Pair programming is used in classrooms to promote learning and engage a more diverse group of students in computing fields, but little is known about what it looks like in middle school. Objective: The aim of this study was to examine how programming pairs were interacting and about what. Method: Video, audio, and screen…
Descriptors: Cooperative Learning, Programming, Computer Science Education, Middle School Students
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Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
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Anisimova, Ellina Sergeevna – Journal of Social Studies Education Research, 2020
The basics of digital literacy begin to form at an early age, and as they grow older, digital literacy must continue to evolve, adapting to the rapidly changing digital world. The first (both in importance and in time) after the family cognitive social institution for most people is the educational system, or rather, the system of preschool…
Descriptors: Technological Literacy, Preschool Teachers, Futures (of Society), Preservice Teachers
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Korat, Ofra; Falk, Yael – Journal of Early Childhood Literacy, 2019
We examined whether eBooks for children (aged 3 to 8) available on the market can serve as a good support for language and literacy. This follows studies published 10 years ago, which showed that children's e-books are usually overloaded with multimedia effects that distract children from the storyline, and from language and literacy learning.…
Descriptors: Electronic Publishing, Childrens Literature, Literacy Education, Language Skills
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Fleischmann, Katja – Design and Technology Education, 2021
The process of moving the physical design studio experience, where social interaction is a guiding principle, into a detached virtual environment during the COVID pandemic has prompted design educators to re-evaluate what constitutes a traditional studio-based learning system. This shift is based on classroom experiences after design educators…
Descriptors: Design, Studio Art, Teaching Methods, COVID-19
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Gnidovec, Tanja; Žemlja, Mojca; Dolenec, Andreja; Torkar, Gregor – Journal of Science Education and Technology, 2020
Learning the basics of human anatomy is challenging for schoolchildren due to its three-dimensional nature and complexity as a system. This study created educational materials for learning about and teaching the human circulatory system based on augmented reality (AR) technology and a structure-behavior-function (SBF) model, including 2D/3D…
Descriptors: Computer Simulation, Anatomy, Human Body, Teaching Methods
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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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Xinogalos, Stelios; Satratzemi, Maya; Malliarakis, Christos – Education and Information Technologies, 2017
Teaching and learning programming constitutes a challenge. Although several teaching approaches and programming tools have been proposed, it seems that they have limited impact on classroom practice. This article investigates students' perceptions on five educational programming environments that are widely used and the features that any…
Descriptors: Computer Science Education, Programming, Introductory Courses, Student Attitudes
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Bass, Kristin M.; Hu Dahl, Ingrid; Panahandeh, Shirin – Journal of Science Education and Technology, 2016
Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative…
Descriptors: STEM Education, Minority Group Students, Low Income Groups, Design
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Nikirk, Martin – Tech Directions, 2012
Many studies have shown that students lose some of what they learn during the school year over the summer months. Because the author strongly feels that his students need to keep working at their technical skills year-round, he encourages them to keep active with school-related activities until they return in the fall. In this article, the author…
Descriptors: Learning Activities, Summer Programs, Vocational Education, Computer Games
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Alt, Mary – Topics in Language Disorders, 2013
Purpose: To determine whether children with specific language impairment (SLI) demonstrate impaired visual fast mapping skills compared with unimpaired peers and to test components of visual working memory that may contribute to a visual working memory deficit. Methods: Fifty children (25 SLI) played 2 computer-based visual fast mapping games…
Descriptors: Language Impairments, Visual Perception, Comparative Analysis, Short Term Memory
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