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Sierksma, Jellie; Lansu, Tessa A. M.; Karremans, Johan C.; Bijlstra, Gijsbert – Developmental Psychology, 2018
Two studies examined when and why children (10-13 years) help ethnic in-group and out-group peers. In Study 1 (n = 163) children could help an out-group or in-group peer with a word-guessing game by entering codes into a computer. While children evaluated the out-group more negatively than the in-group, they helped out-group peers "more"…
Descriptors: Preadolescents, Early Adolescents, Ethnicity, Helping Relationship
Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun – Environmental Education Research, 2017
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…
Descriptors: Educational Games, Teaching Methods, Video Games, Technology Uses in Education
Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
Cheon, Jongpil; Chung, Sungwon; Song, Jaeki; Kim, Yongjin – Interactive Learning Environments, 2015
A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, "The Transistor", on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to…
Descriptors: Instructional Materials, Educational Games, Attitude Measures, Technology Uses in Education

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