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Mark Anthony Camilleri – Interactive Technology and Smart Education, 2024
Purpose: Many educators are increasingly acquainting themselves and becoming adept with interactive technologies like augmented reality and virtual reality. Some of them are also looking forward to using Metaverse applications, as they want to benefit from its immersive three-dimensional capabilities. Therefore, the purpose of this study is to…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Cost Effectiveness
Bednarz, Jana; Delfabbro, Paul; King, Daniel – International Journal of Mental Health and Addiction, 2013
The aim of this study was to examine the role of free-play modes on gambling behaviour in computer-based roulette. Eighty participants were randomly allocated to one of four pre-exposure conditions: no exposure (control group), a loss condition, a break-even and a profit condition in which the return to player was greater than 100%. Behavioural…
Descriptors: Addictive Behavior, Persistence, Play, Computer Games
Johnson, Taylor E.; Dixon, Mark R. – Journal of Applied Behavior Analysis, 2009
Past research has demonstrated a transformation of stimulus functions under similar conditions using gambling tasks and adults (e.g., Zlomke & Dixon, 2006), and the present study attempted to extend this research. Experimenters exposed 7 children (ages 7 to 10 years) to a simulated board game with concurrently available dice differing only by…
Descriptors: Cues, Addictive Behavior, Children, Discrimination Learning

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