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Cheng, M.-T.; She, H.-C.; Annetta, L. A. – Journal of Computer Assisted Learning, 2015
Many studies have shown the positive impact of serious educational games (SEGs) on learning outcomes. However, there still exists insufficient research that delves into the impact of immersive experience in the process of gaming on SEG-based science learning. The dual purpose of this study was to further explore this impact. One purpose was to…
Descriptors: Science Instruction, Educational Games, Technology Uses in Education, Educational Technology
Cowley, B.; Heikura, T.; Ravaja, N. – Journal of Computer Assisted Learning, 2013
In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect…
Descriptors: Games, Experiential Learning, Comprehension, Reflection
Su, C-H.; Cheng, C-H. – Journal of Computer Assisted Learning, 2015
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment, and explains the effects on motivation and student learning. A series of gamified learning activities, based on MGLS (Mobile Gamification Learning System), was developed and…
Descriptors: Teaching Methods, Science Instruction, Science Achievement, Student Motivation
Peer reviewedMohamedali, M. H.; And Others – Journal of Computer Assisted Learning, 1987
Presents results of a survey of British secondary school students which was conducted to obtain information about microcomputer use both in school and at home. Highlights include gender differences, students' attitudes toward computers, experience with computers, assessment of programming ability, and characteristics of competent programmers. (LRW)
Descriptors: Ability Identification, Computer Assisted Instruction, Computer Games, Developed Nations

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