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Showing 1 to 15 of 16 results Save | Export
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Kirsi Syynimaa; Kirsi Lainema; Timo Lainema – International Journal of Technology in Education, 2024
The application of digital game-based learning (GBL) methods has lately received more attention in higher education (HE). An extensive body of previous investigations has recognised the potential of instructional games to advance the learning of appropriate work life skills. However, there seems to be a lack of understanding in the current…
Descriptors: Foreign Countries, Undergraduate Students, Game Based Learning, Educational Games
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Sinem Aslan; Lenitra M. Durham; Nese Alyuz; Rebecca Chierichetti; Pete A. Denman; Eda Okur; David I. Gonzalez Aguirre; Julio C. Zamora Esquivel; Hector A. Cordourier Maruri; Sangita Sharma; Giuseppe Raffa; Richard E. Mayer; Lama Nachman – British Journal of Educational Technology, 2024
Previous research showed that the parents acknowledged the technology's benefits for their young children's learning, however, they are still worried about the extended screen time, lack of physical activity and lack of social interactions. To address these concerns, we developed Kid Space to enable pedagogically appropriate technology use for…
Descriptors: Parents, Young Children, Artificial Intelligence, Interpersonal Communication
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Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
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Martin, Florence; Gezer, Tuba; Anderson, Jimmeka; Polly, Drew; Wang, WeiChao – Educational Media International, 2021
Children are exposed to digital devices at an early age. This study examines parents' perception of student digital safety on technology use, time spent, parent concerns and knowledge on various digital safety topics. Through a survey-based study, we analyzed data collected from 113 parents. Parents mentioned that their kids use Internet via…
Descriptors: Parent Attitudes, Child Safety, Internet, Handheld Devices
Amy Shannon; Alex Sciuto; Danielle Hu; Steven P. Dow; Jessica Hammer – Grantee Submission, 2017
Peer feedback is a central activity for project-based design education. The prevalence of devices carried by students and the emergence of novel peer feedback systems enables the possibility of collecting and sharing feedback immediately between students during class. However, pen and paper is thought to be more familiar, less distracting for…
Descriptors: Graduate Students, Computer Games, Peer Evaluation, Computer Mediated Communication
Wespieser, Karen – National Foundation for Educational Research, 2015
This report looks at the online activities of London's young people. The report highlights that children and young people use technology to have fun, study and communicate with others. Most children and young people have positive experiences online. On the whole they are sensible online and do not put themselves "at risk". However, the…
Descriptors: Foreign Countries, Internet, Children, Youth
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Merga, Margaret K.; Williams, Ross – Asia-Pacific Journal of Health, Sport and Physical Education, 2016
Contemporary health educators in schools are responsible for promoting the health of individual students, as well as a healthy school environment. The ongoing push for increasing device use in schools, which is underpinned by the information and communications technology (ICT) capability requirements of the new Australian Curriculum, can…
Descriptors: Health Education, Teacher Role, Risk Management, Health Promotion
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Di Blas, Nicoletta; Paolini, Paolo – Educational Technology & Society, 2014
This paper is about how serious games based on MUVEs in formal education can foster collaboration. More specifically, it is about a large case-study with four different programs which took place from 2002 to 2009 and involved more than 9,000 students, aged between 12 and 18, from various nations (18 European countries, Israel and the USA). These…
Descriptors: Educational Technology, Cooperation, Cooperative Learning, Computer Games
Association Supporting Computer Users in Education, 2017
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Computer Software, Conferences (Gatherings)
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Johnson, Genevieve Marie – Canadian Journal of Learning and Technology, 2013
Twelve special education teachers and teacher assistants who have instructional experience using iPads with children with special needs completed a survey that queried their practices and perceptions. In general, teachers and assistants were extremely positive about the value of iPads for children with special needs, particularly for children with…
Descriptors: Computer Uses in Education, Elementary School Students, Special Education Teachers, Teacher Aides
Project Tomorrow, 2012
For the past nine years, the Speak Up National Research Project has endeavored to stimulate new discussions around how technology tools and services can transform education and to provide a context to help educators, parents, and policy and business leaders think beyond today and envision tomorrow. In last year's report, "The New 3E's of…
Descriptors: Internet, Stakeholders, Learner Controlled Instruction, Computer Use
Project Tomorrow, 2011
For the past eight years, the Speak Up National Research Project has endeavored to stimulate new discussions around these kinds of questions and to provide a context to help education, parent, policy and business leaders think beyond today and envision tomorrow. This report is the first in a two part series to document the key national findings…
Descriptors: Electronic Publishing, Textbooks, Blended Learning, Educational Policy
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Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
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Johnson, Genevieve M. – Canadian Journal of Learning and Technology, 2007
Four hundred five college students completed a questionnaire that assessed patterns of Internet use. Results describe college students, with rare exception, as Internet users. The vast majority of college students frequently communicate online and access websites. While an Internet game experience is typical, relatively few college students are…
Descriptors: College Students, Internet, Computer Use, Use Studies
Boyle, Tom; And Others – 1994
Six conference panel discussions on uses of technology in education are presented. The first panel, "The Use of Hypermedia in the Teaching and Learning of Programming" (Tom Boyle, Chair, and others) discusses achievements in hypermedia-based instruction, design needs, and experiences. The second panel, "Virtual Clayoquot Video…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Mediated Communication, Computer Uses in Education
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