Publication Date
| In 2026 | 0 |
| Since 2025 | 2 |
| Since 2022 (last 5 years) | 5 |
| Since 2017 (last 10 years) | 13 |
| Since 2007 (last 20 years) | 19 |
Descriptor
Source
Author
| Alex J. Mechaber | 1 |
| Alpay, Esat | 1 |
| Arini, Rhea L. | 1 |
| Bedwell, Wendy L. | 1 |
| Bottino, Andrea | 1 |
| Brian E. Clauser | 1 |
| Canter, David | 1 |
| Chen, Fu | 1 |
| Chen, Xi | 1 |
| Cheng, Kit-man | 1 |
| Chu, Man-Wai | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 21 |
| Journal Articles | 20 |
| Speeches/Meeting Papers | 1 |
| Tests/Questionnaires | 1 |
Education Level
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Peter Baldwin; Victoria Yaneva; Kai North; Le An Ha; Yiyun Zhou; Alex J. Mechaber; Brian E. Clauser – Journal of Educational Measurement, 2025
Recent developments in the use of large-language models have led to substantial improvements in the accuracy of content-based automated scoring of free-text responses. The reported accuracy levels suggest that automated systems could have widespread applicability in assessment. However, before they are used in operational testing, other aspects of…
Descriptors: Artificial Intelligence, Scoring, Computational Linguistics, Accuracy
Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
Kevser Tozduman Yarali – Journal of Learning and Teaching in Digital Age, 2025
Digital games are among the most common reasons children use the internet, and the time children spend playing digital games is increasing day by day. This research aims to identify the characteristics of the digital games most preferred by children, while also examining their digital gaming habits. The study was conducted using a qualitative…
Descriptors: Elementary School Students, Middle School Students, Computer Games, Handheld Devices
Ekström, Sara; Pareto, Lena – Education and Information Technologies, 2022
The idea of using social robots for teaching and learning has become increasingly prevalent and robots are assigned various roles in different educational settings. However, there are still few authentic studies conducted over time. Our study explores teachers' perceptions of a learning activity in which a child plays a digital mathematics game…
Descriptors: Robotics, Teaching Methods, Longitudinal Studies, Teacher Attitudes
Arini, Rhea L.; Wiggs, Luci; Kenward, Ben – Developmental Psychology, 2021
Although children enact third-party punishment, at least in response to harm and fairness violations, much remains unknown about this behavior. We investigated the tendency to make the punishment fit the crime in terms of moral domain; developmental patterns across moral domains; the effects of audience and descriptive norm violations; and…
Descriptors: Punishment, Ethics, Moral Values, Audiences
Motejlek, Jiri; Alpay, Esat – IEEE Transactions on Learning Technologies, 2021
This article presents and analyzes existing taxonomies of virtual and augmented reality and demonstrates knowledge gaps and mixed terminology, which may cause confusion among educators, researchers, and developers. Several such occasions of confusion are presented. A methodology is then presented to construct a taxonomy of virtual reality and…
Descriptors: Taxonomy, Teaching Methods, Artificial Intelligence, Educational Objectives
Rauschenberger, Maria; Willems, Andreas; Ternieden, Menno; Thomaschewski, Jörg – Journal of Interactive Learning Research, 2019
Gamification is an established concept to apply game elements in different contexts to engage and motivate users. Gamification has been successfully used in various use cases and applications as well as general frameworks have been established. To support the design of learning environments in order to improve students' engagement and motivation,…
Descriptors: Computer Games, Student Motivation, Guidelines, Learner Engagement
Diniz dos Santos, Alysson; Strada, Francesco; Bottino, Andrea – IEEE Transactions on Learning Technologies, 2019
Finding proper ways to address learning about sustainability is a relevant issue. Sustainability learning has to face some inherent complexities, due to two main factors: the interdisciplinary domains related to sustainability issues, such as ecology, economics, politics, and culture, and the involvement of several social structures, such as…
Descriptors: Teaching Methods, Sustainability, Computer Games, Computer Software
Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
Cui, Yang; Chu, Man-Wai; Chen, Fu – Journal of Educational Data Mining, 2019
Digital game-based assessments generate student process data that is much more difficult to analyze than traditional assessments. The formative nature of game-based assessments permits students, through applying and practicing the targeted knowledge and skills during gameplay, to gain experiences, receive immediate feedback, and as a result,…
Descriptors: Educational Games, Student Evaluation, Data Analysis, Bayesian Statistics
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
Shroff, Ronnie Homi; Ting, Fridolin Sze Thou; Lam, Wai Hung – Australasian Journal of Educational Technology, 2019
This article reports on the design, development, and validation of a new instrument, the Technology-Enabled Active Learning Inventory (TEAL), to measure students' perceptions of active learning in a technology-enabled learning context. By laying the theoretical foundation, a conceptual framework for technology-enabled active learning was…
Descriptors: Student Attitudes, Active Learning, Validity, Measures (Individuals)
Wu, Anise M. S.; Lau, Joseph T. F.; Cheng, Kit-man; Law, Rita W.; Tse, Vincent W. S.; Lau, Mason M. C. – Journal of Early Adolescence, 2018
Internet addiction (IA) is prevalent among adolescents and imposes a serious public health threat. Familial risk and protective factors may co-exist and interact with each other to determine IA. We conducted a cross-sectional survey among 9,618 Secondary 1 to 4 students in Hong Kong, China. About 16% of the surveyed students were classified as…
Descriptors: Risk, Addictive Behavior, Multivariate Analysis, Intervention
Siko, Jason Paul – Canadian Journal of Learning and Technology, 2013
Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created games and students who did not (Siko, Barbour, & Toker, 2011). One of the justifications for the use…
Descriptors: Chemistry, Control Groups, Taxonomy, Expertise
Downey, Steve – Journal of Educational Multimedia and Hypermedia, 2012
Since the mid-1990s, however, the popularity, diversity, and application of virtual worlds have spread rapidly. As a result, existing taxonomies and topologies increasingly are becoming less effective at being able to classify and organize the growing diversification of content available in today's virtual worlds. This article presents the…
Descriptors: Research Methodology, Classification, Definitions, Multimedia Materials
Previous Page | Next Page »
Pages: 1 | 2
Peer reviewed
Direct link
