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Bülent BASARAN; Ömer SIMSEK – Journal of Computer Assisted Learning, 2024
Background: Their ubiquity is particularly notable as video games become increasingly intertwined with the technological revolution. Despite this prominence, gender disparities in adolescent video gaming remain under-explored. Objectives: This research aims to determine the frequency classes of video game playing based on gender, analyse the…
Descriptors: Gender Differences, Video Games, Play, Academic Achievement
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Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
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Ottestad, G. – Journal of Computer Assisted Learning, 2010
Three Nordic countries, Denmark, Finland and Norway, participated in the IEA SITES 2006 study. All the three countries have launched huge policy and investment programmes to promote digital literacy and readiness for the information age. In relation to the remarkable Finnish Programme for International Student Assessment (PISA) results, it is…
Descriptors: Foreign Countries, Educational Innovation, Teacher Effectiveness, Lifelong Learning