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Ryan L. Schaaf – ProQuest LLC, 2024
This study explored the impact of Digital Game-Based Learning (DGBL) on focus, engagement, and time-on-task learning behaviors among 8- to 10-year-old students. Grounded in Csikszentmihalyi's Theory of Flow, the study utilized a quantitative experimental design to compare DGBL experiences with alternative instructional strategies through learner…
Descriptors: Game Based Learning, Technology Uses in Education, Time on Task, Student Behavior
Xu Du; Lizhao Zhang; Jui-Long Hung; Hao Li; Hengtao Tang; Miao Dai – Journal of Computing in Higher Education, 2024
This study aims to track college students' on-task rate during the teaching process and to analyze the influence of instructional strategies on on-task rate through the aspects of observable and internal engagement indicators. Thirty-six undergraduate students at a higher education institution in China participated in the study. Students'…
Descriptors: Teaching Methods, Attention Control, Brain Hemisphere Functions, Diagnostic Tests
Sana, Faria; Weston, Tina; Cepeda, Nicholas J. – Computers & Education, 2013
Laptops are commonplace in university classrooms. In light of cognitive psychology theory on costs associated with multitasking, we examined the effects of in-class laptop use on student learning in a simulated classroom. We found that participants who multitasked on a laptop during a lecture scored lower on a test compared to those who did not…
Descriptors: Laptop Computers, Cognitive Psychology, Lecture Method, Educational Experiments

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