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van Uittert, Anne; Verhoeven, Ludo; Segers, Eliane – Journal of Computer Assisted Learning, 2022
In the present study, a 5-week tablet-based word reading efficiency game intervention (Reading Turbo) was integrated in a comprehensive phonics-based reading curriculum. The aims of the study were to examine whether the game would advance children's word reading efficiency, and to determine the extent to which pre-reading capacities and in-game…
Descriptors: Game Based Learning, Reading Instruction, Reading Fluency, Educational Games
Kleinman, Erica; Shergadwala, Murtuza N.; Teng, Zhaoqing; Villareale, Jennifer; Bryant, Andy; Zhu, Jichen; Seif El-Nasr, Magy – Journal of Learning Analytics, 2022
Educational technology is shifting toward facilitating personalized learning. Such personalization, however, requires a detailed understanding of students' problem-solving processes. Sequence analysis (SA) is a promising approach to gaining granular insights into student problem solving; however, existing techniques are difficult to interpret…
Descriptors: Problem Solving, Learning Analytics, Decision Making, Educational Technology
Burhan Mahmoud Hamadneh; Mamoun Mohammed AL-Azzam; Turki Mahdi Alqarni; Abdulaziz Derwesh Almalki – International Journal of Education in Mathematics, Science and Technology, 2024
The study aimed to reveal the degree of special education teachers' employment of electronic educational games in teaching the disabled. It also showed statistical differences according to the variables of gender, academic qualification, and years of experience. To achieve the objectives of the study, the descriptive survey method was used. The…
Descriptors: Special Education Teachers, Video Games, Students with Disabilities, Teaching Methods
Yun Luo; Chen Ye; Yunxin Zhao; Hui Zhang – Psychology in the Schools, 2024
Researchers have found that violent online game addiction has become a serious global problem that negatively affects younger people. This study used a cross-sectional research design to examine the effects of violent online game contact on individuals' academic procrastination. We further explored the mediating role of emotional self-regulation…
Descriptors: Motivation, Time Management, Video Games, Violence
Elif Eda Miskioglu; Cheryl A. Bodnar; Brittany Butler; Jeffrey Stransky; Cayla Ritz – Chemical Engineering Education, 2024
Process safety remains an area of importance in chemical engineering education. Process safety incidents are tied to individuals' choices that require exercising judgement in weighing competing criteria. While safety is paramount, we need to acknowledge the competing criteria practitioners need to consider (budget, leadership, personal…
Descriptors: Teacher Attitudes, Safety Education, Chemical Engineering, Engineering Education
Songül Özgenel; I?sa Kaya – International Journal of Psychology and Educational Studies, 2024
The aim of the study is to develop a Likert-type scale to determine the play preferences of children attending pre-school education. The research was designed and carried out according to the survey research model. Data collected from 3 different study groups were used in the scale development process. The study groups consist of parents of…
Descriptors: Foreign Countries, Preschool Children, Preschool Education, Play
Dron M. Mandhana; Daliah Ouedraogo; Alessandra S. Vicente – Communication Teacher, 2024
Courses: Theories of Organizational Communication; Communication Theory. Theories of Organizational Communication; Communication Theory. Objectives: The proposed activity utilizes a digitally interactive global positioning system--based augmented reality game to help students (a) gain a richer learning experience through immersion and engagement…
Descriptors: Organizational Culture, Physical Environment, Simulated Environment, Synthesis
Sijia Shen; Rossarin Jermtaisong; Pornpirom Lhongsap – Turkish Online Journal of Educational Technology - TOJET, 2024
Game-based learning incorporates game elements into instruction, enhancing its appeal and interactivity. This approach increased students' interest in learning, facilitated more efficient completion of classroom content, and ultimately improved academic performance. The purposes of this study were to: 1) compare Chinese learning achievement before…
Descriptors: Game Based Learning, Academic Achievement, Grade 5, Elementary School Students
Sufiana Safiena; Yang Miang Goh – Education and Information Technologies, 2024
Traditional teaching methods like lectures can hinder the integration of theoretical knowledge and practical skills in higher education. To address this challenge, digital simulation games (DSGs) offer promising solutions through immersive and interactive learning experiences. Research shows that DSGs can motivate learners, enhance subject…
Descriptors: Authentic Learning, Undergraduate Study, Case Studies, Computer Games
Aranka Bijl; Bernard P. Veldkamp; Saskia Wools; Sebastiaan de Klerk – Educational Technology Research and Development, 2024
The systematic literature review (1) investigates whether 'serious games' provide a viable solution to the limitations posed by traditional high-stakes performance assessments and (2) aims to synthesize game design principles for the game-based performance assessment of professional competencies. In total, 56 publications were included in the…
Descriptors: Educational Games, Student Evaluation, Evaluation Methods, High Stakes Tests
Seyedahmad Rahimi; Valerie J. Shute – Educational Technology Research and Development, 2024
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using traditional methods (e.g., comparing different learning tools and methods). New methodologies that are grounded in learning, engagement, and motivational theories are needed to additionally address the how…
Descriptors: Evaluation Methods, Psychometrics, Learning Processes, Educational Technology
Ayse Gokcen; Özge Özel; Fatma Çalisandemir – International Journal of Psychology and Educational Studies, 2024
The purpose of this study is to investigate the activities that children engage in with technology. In this direction, preschool children's ownership of technological devices, which devices they own and what they do with these devices were examined. This study was designed as qualitative research. The study group consisted of 34 preschool children…
Descriptors: Preschool Children, Technology, Handheld Devices, Computer Use
Jeewon Kim; Jiyoon Kang; Michael Glassman; Min Ju Kang – European Journal of Developmental Psychology, 2024
Screens have become increasingly prevalent in children's lives. This study examined the longitudinal association between screen time and aggressive behaviour by investigating the mediating and moderating roles of language ability and parenting stress, respectively. The analysed data consisted of 1,319 children, aged 5 to 15, from the Fragile…
Descriptors: Longitudinal Studies, Children, Adolescents, Child Behavior
Laura Scholes; Luke Rowe; Kathy A. Mills; Amanda Gutierrez; Elizabeth Pink – Learning, Media and Technology, 2024
Engagement with video games can potentially advance student digital competence however, there is a digital skills gap by the time young people progress into adolescence. This current research explores how elementary school students' digital self-efficacy might relate to experiences in video game environments to influence perceptions of digital…
Descriptors: Video Games, Technological Literacy, Elementary School Students, Self Efficacy
Jin Wei-Kocsis; Moein Sabounchi; Gihan J. Mendis; Praveen Fernando; Baijian Yang; Tonglin Zhang – IEEE Transactions on Education, 2024
Contribution: A novel proactive and collaborative learning paradigm was proposed to engage learners with different backgrounds and enable effective retention and transfer of the multidisciplinary artificial intelligence (AI)-cybersecurity knowledge. Specifically, the proposed learning paradigm contains: 1) an immersive learning environment to…
Descriptors: Computer Security, Artificial Intelligence, Interdisciplinary Approach, Models

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