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Showing 1 to 15 of 17 results Save | Export
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Laranjeiro, Dionísia – Education Sciences, 2021
Recent studies indicate tablets as the preferred devices of preschool children, due to portability, autonomy of use and variety of apps. There is also extensive evidence of the contributions of digital technologies in different areas of learning at these ages. The Aprender XXI project aimed to develop game-based learning apps, with content…
Descriptors: Telecommunications, Handheld Devices, Computer Software, Computer Games
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Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
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Gajek, Elzbieta – Research-publishing.net, 2020
Crowdsourcing not only opens new perspectives within the general concept of Computer Assisted Language Learning (CALL), but also raises questions about ethics, motivation, and fair contribution. Technology offers platforms such as Duolingo, Bussu, and Babbel for learning languages with active contribution of the learners. Such applications reach…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
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Irava, Vastav; Pathak, Aditi; DeRosier, Melissa; Chatterjee Singh, Nandini – Journal of Educational Technology Systems, 2019
"Hall of Heroes," a digital game, was used to compare social and emotional skills of 63 adolescent female students matched for age across Malaysia, South Africa, and the United States. Participants were assessed on six social and emotional competencies during game play, namely impulse control, cooperation, communication, social…
Descriptors: Cross Cultural Studies, Computer Games, Social Development, Interpersonal Competence
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Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
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Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis – International Association for Development of the Information Society, 2017
Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…
Descriptors: Science Careers, Environmental Education, Urban Planning, Design
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Smith, Hilary Anne; Giacon, John; McLean, Bonnie – Journal of Multilingual and Multicultural Development, 2018
Australia is a 'hotspot' of Indigenous language endangerment, but has a growing number of language revival projects. We describe one such project which is using a community development approach for the revival of the Gamilaraay language in north-eastern New South Wales. As a result of colonisation there are now no fluent speakers of Gamilaraay and…
Descriptors: Language Maintenance, Computer Assisted Instruction, Foreign Countries, Indigenous Populations
Warr, Melissa; West, Richard E. – Interdisciplinary Journal of Problem-based Learning, 2020
This article describes the implementation of an interdisciplinary design studio as a means to teach creative problem-solving through project-based learning. "Learning and Innovation Skills" has been designated as a core skill that students need to be successful in today's world, and project-based learning is one approach to helping…
Descriptors: Interdisciplinary Approach, Student Projects, Active Learning, Teaching Methods
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Soldatova, Galina Urtanbekovna; Rasskazova, Elena Igorevna – Russian Education & Society, 2016
The article examines the opportunities and limitations of the coping behavior of children and teenagers on the Internet and the assistance that they receive from significant adults (parental mediation) in the context of the new developmental social situation, which is mediated by modern information and communication technologies, and in particular…
Descriptors: Adolescents, Safety, Internet, Computer Mediated Communication
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Ching, Cynthia Carter; Stewart, Mary K.; Hagood, Danielle E.; Rashedi, Roxanne Naseem – IEEE Transactions on Learning Technologies, 2016
Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online…
Descriptors: Physical Activity Level, Measurement, Electronic Equipment, Ethnography
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Yassine-Diab, Nadia; Alazard-Guiu, Charlotte; Loiseau, Mathieu; Sorin, Laurent; Orliac, Charlotte – Research-publishing.net, 2016
In a design-based research approach (Barab & Squire, 2004), we are currently developing the first prototype of a collaborative Language for Specific Purposes (LSP) website. It focuses on technical vocabulary to help students master any field of LSP better. "Check Your Smile" is a platform aggregating various types of gameplays for…
Descriptors: Cooperative Learning, Languages for Special Purposes, Web Sites, Educational Trends
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Ruggiero, Dana; Garcia de Hurtado, Belen; Watson, William R. – International Journal of Game-Based Learning, 2013
In this study, the authors examined juvenile offender experiences in Project Tech, a research-based educational pilot program to teach socially responsible serious game development at a major Midwest university's Games Lab. Using open-ended interviews, learner feedback surveys, and learner journaling during the program, the researchers examined…
Descriptors: Juvenile Justice, Delinquency, Intervention, Pilot Projects
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Chee, Yam San; Mehrotra, Swati; Liu, Qiang – Electronic Journal of e-Learning, 2013
Educational systems worldwide are being challenged to respond effectively to the digital revolution and its implications for learning in the 21st century. In the present new media age, educational reforms are desperately needed to support more open and flexible structures of on-demand learning that equip students with competencies required in a…
Descriptors: Citizenship Education, Educational Change, Educational Games, Governance
Education Scotland, 2014
This report evaluates college programmes which deliver education and training in computer and digital media technology, rather than in computer usage. The report evaluates current practice and identifies important areas for further development amongst practitioners. It provides case studies of effective practice and sets out recommendations for…
Descriptors: Educational Practices, Case Studies, Educational Improvement, Educational Quality
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Kutay, Cat; Mooney, Janet; Riley, Lynette; Howard-Wagner, Deirdre – Australian Journal of Indigenous Education, 2012
This article explores a project at the Koori Centre, University of Sydney, funded by the Australian Learning and Teaching Council (ALTC) in 2011, titled "Indigenous On-Line Cultural Teaching and Sharing". One of the team members (Kutay) was also a project team member on the ALTC-funded project "Exploring PBL in Indigenous Australian…
Descriptors: Foreign Countries, Indigenous Populations, Indigenous Knowledge, Cultural Education
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