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Verma, Vipin; Craig, Scotty D.; Levy, Roy; Bansal, Ajay; Amresh, Ashish – Journal of Educational Computing Research, 2022
Detection and responding to a player's affect are important for serious games. A method for this purpose was tested within Chem-o-crypt, a game that teaches chemical equation balancing. The game automatically detects boredom, flow, and frustration using the Affdex SDK from Affectiva. The sensed affective state is then used to adapt the game play…
Descriptors: Psychological Patterns, Game Based Learning, Media Adaptation, Learner Engagement
Suijing Yang; Daniel Taylor-Griffiths; Fabienne van der Kleij; Pauline Taylor-Guy; Ralph Saubern – Australian Council for Educational Research, 2025
Many existing reviews of educational technologies focus on the affordances of specific types of technology rather than how different technologies can be designed and used to achieve specific teaching and learning objectives. Furthermore, there appears to be a widely held assumption that the use of educational technology will result in improved…
Descriptors: Teacher Empowerment, Educational Technology, Technology Uses in Education, Technology Integration
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Dell'Aquila, Elena; Vallone, Federica; Zurlo, Maria Clelia; Marocco, Davide – Education Sciences, 2022
This study focuses on the behavior of interactive agents and how to ground their implementation in psychology and cognitive modeling to capture fundamental psycho-pedagogical elements to deliver an effective competency-based training and assessment tool for teachers, trainers, and educators working in the school context. The study describes the…
Descriptors: Computer Assisted Instruction, Soft Skills, Educational Technology, Role Playing
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Duygu Gur; Yalin Kilic Turel – Turkish Online Journal of Distance Education, 2025
Different variables such as motivation, achievement, and engagement have been investigated in studies on gamification in the field of educational technologies. However, the obtained results differ, which emphasizes the need for studies based on concrete findings related to current trends and needs. In this study, we aim to reveal current research…
Descriptors: Educational Research, Gamification, Learner Engagement, Student Motivation
Seyedahmad Rahimi – ProQuest LLC, 2020
In this study, I investigated the effectiveness of a creativity-support system that I developed in the level editor of a learning game called "Physics Playground" on improving college students' creativity. Moreover, I investigated the validity and reliability of an in-game assessment of creativity to measure students' creativity.…
Descriptors: Educational Games, Creativity, Test Validity, Test Reliability
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Bawa, Papia – Journal of Educational Technology Systems, 2019
Today, there is growing interest in digital game-based learning due to the increase in the variety of educational and commercial games available. The literature indicates that digital educational games are effective at keeping learners engaged. This study examines the use of a digital educational game called Kahoot and supports the hypothesis that…
Descriptors: Educational Technology, Educational Games, Computer Assisted Instruction, Teaching Methods
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Chen Li; Yue Jiang; Peter H. F. Ng; Yixin Dai; Francis Cheung; Henry C. B. Chan; Ping Li – IEEE Transactions on Learning Technologies, 2024
Computer-supported collaborative learning aims to use information technologies to support collaborative knowledge construction by practicing the relevant pedagogical approaches, especially in the distance learning setting. The enabling technologies are fast advancing, and the need for solutions during the COVID-19 global pandemic led to the…
Descriptors: Computer Simulation, Computer Assisted Instruction, Cooperative Learning, Technology Uses in Education
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An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning
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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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McTigue, Erin M.; Solheim, Oddny Judith; Zimmer, Wendi K.; Uppstad, Per Henning – Reading Research Quarterly, 2020
Overall, game-based technology for early reading instruction has not robustly met the learning potentials of young readers. To better understand the effects and limitations of computer-assisted instruction in classrooms, researchers have called for more critical attention to learning theory, methodological selection, and context for learning.…
Descriptors: Game Based Learning, Educational Technology, Educational Games, Reading Instruction
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Carmen Alvarez-Alvarez; Leann Mischel – International Journal of Education and Development using Information and Communication Technology, 2024
The need for online educational tools has increased significantly since the COVID-19 pandemic forced many students to embrace distance learning as a classroom alternative. While many instructors have used "Edpuzzle" to enhance distance learning, there has been little research that assesses and compares the views of teachers and students…
Descriptors: Electronic Learning, Puzzles, Educational Technology, Teacher Attitudes
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Minoo Alemi; Nayereh Bakhtiari Fard; Atefeh Rezanejad – MEXTESOL Journal, 2023
This paper examines the impact of employing an assistive humanoid robot in acquiring and retaining grammar among English as a Foreign Language (EFL) learners. To this end, forty-eight Iranian young male students (between 11 to 15 years old) were equally divided into three groups: RALL (Robot-Assisted Language Learning), GBLL (Game-based Language…
Descriptors: Robotics, Grammar, English (Second Language), Second Language Instruction
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Zipf, Jessica – Research-publishing.net, 2019
This paper describes the initial stages of a project which seeks to develop a language learning game for Italian running a deep linguistic grammar at its backend for fine-grained error detection. The grammar is designed within the grammatical framework of Lexical Functional Grammar (LFG). The project aims to bring together work from different…
Descriptors: Italian, Computer Assisted Instruction, Educational Technology, Second Language Learning
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Rhonda Chung; Walcir Cardoso – TESL Canada Journal, 2024
Reterritorialization is an imperial process that creates settler colonial nations, like Canada, and funds intergenerational settler policies to assert intergenerational control over unceded territory, like English-only and French-only teacher education programs. This results in pedagogies designed to discourage learners from exploring other…
Descriptors: Language Acquisition, Computer Assisted Instruction, Technology Uses in Education, Visual Aids
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
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