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Alayna Murray; Beatrix Koronczai; Orsolya Király; Mark D. Griffiths; Arlene Mannion; Geraldine Leader; Zsolt Demetrovics – Review Journal of Autism and Developmental Disorders, 2022
The present study investigated the association between autism and problematic internet use (PIU) and gaming disorder (GD). A systematic literature search was conducted in accordance with PRISMA guidelines. A total of 2286 publications were screened, and 21 were deemed eligible for inclusion in the review. The majority of the studies found positive…
Descriptors: Autism Spectrum Disorders, Internet, Computer Use, Addictive Behavior
Yoolim Kim; Vita V. Kogan; Cong Zhang – Applied Linguistics, 2024
Gamification of behavioral experiments has been applied successfully to research in a number of disciplines, including linguistics. We believe that these methods have been underutilized in applied linguistics, in particular second-language acquisition research. The incorporation of games and gaming elements (gamification) in behavioral experiments…
Descriptors: Gamification, Game Based Learning, Data Collection, Citizen Participation
Designing Art Museum E-Learning Resources for Children: Content Analysis from Education Perspectives
Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Anisha Gupta; Dan Carpenter; Wookhee Min; Jonathan Rowe; Roger Azevedo; James Lester – International Journal of Artificial Intelligence in Education, 2024
Reflection plays a critical role in learning. Game-based learning environments have significant potential to elicit and support student reflection by prompting learners to think critically about their own learning processes and performance. Stealth assessment models, used for unobtrusively assessing student competencies from evidence of game…
Descriptors: Bias, Reflection, Evaluation Methods, Game Based Learning
Pandora Dorouka; Michail Kalogiannakis – International Journal of Science Education, 2024
Nanoscience and Nanotechnology (NST) education is at the forefront of an emerging interdisciplinary frontier, ready to address global challenges. In this context, our research adopts a distinctive approach--using software applications in digital games to introduce young children to NST concepts and analyse resulting learning outcomes. The…
Descriptors: Science Education, Grade 2, Technology Uses in Education, Educational Technology
Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs
Treice de Oliveira Moreira; Cláudio Azevedo Passos; Flávio Roberto Matias da Silva; Paulo Márcio Souza Freire; Isabel Fernandes de Souza; Cláudia Rödel Bosaipo Sales da Silva; Ronaldo Ribeiro Goldschmidt – Education and Information Technologies, 2024
The problem of propagating disinformation (a.k.a. "fake news") on social media has increased significantly in the last few years. There are several initiatives around the world to combat this serious problem. Maybe the most promising ones involve training people to identify "fake news." The use of digital educational games…
Descriptors: Deception, News Reporting, Misinformation, Portuguese
Justin A. Haegele; Fenghua Sun; Chunxiao Li; Kwok Ng; Jihyun Lee; Stefanie Hwee Chee Ang; Maria Luiza Tanure Alves; Hannah Yang; Yandan Wu; Jernice Sing Yee Tan; Pauli Rintala; Wendy Yajun Huang; Sean Healy; Isabella dos Santos Alves; Andre Lisandro Schliemann; Hyokju Maeng; Eija Karna; Ding Ding – Journal of Autism and Developmental Disorders, 2024
This cross-sectional observational study sought to examine the environmental correlates of physical activity and screen-time among youth with autism spectrum disorder (ASD). Parents of youth with ASD (n = 1,165) from seven countries/regions provided responses to an online survey form measuring environmental correlates (i.e., physical activity…
Descriptors: Youth, Parents, Autism Spectrum Disorders, Physical Activity Level
Kevin McCaughey; Rick Rosenberg – English Teaching Forum, 2024
Authors Kevin McCaughey and Rick Rosenberg demonstrate techniques for using board games to stimulate student-centered language practice that is flexible, productive, engaging, and fun. The article includes tips for efficient game play and for using games with a variety of levels and class sizes. The authors show that playing board games for…
Descriptors: Game Based Learning, Second Language Learning, Student Centered Learning, English (Second Language)
M. Engin Deniz; Hacer Yildirim Kurtulus; Yagmur Kaya – Psychology in the Schools, 2024
The presence of communication within the family can be considered as a protective factor in preventing the development of mental health problems in school by acting as a buffer against mental health problems in adolescents. Thus, this study, which was designed to reveal the potential mechanisms between family communication and bi-dimensional…
Descriptors: Foreign Countries, Family Relationship, Mental Health, Adolescents
Ibrahim Bilginer; Kerim Koral; Elif Çelebi Öncü; Esra Ünlüer – Online Submission, 2024
The objective of this study is to ascertain the impact of the Gametics Game Program on the visual perception and attention levels of third-grade primary school students. The participants in this study were third-grade students enrolled in primary school in Kocaeli. This study employed a pretest-posttest control group experimental design. The…
Descriptors: Visual Perception, Attention, Grade 3, Elementary School Students
Kênia M. de Oliveira; Ana Clara de G. Fernandes; Gabriela M. Soares; Joel Alves da Silva Jr.; Everardo M. Carneiro; Helena C. L. Barbosa – Advances in Physiology Education, 2024
The teaching of physiology plays a crucial role in the education of health care professionals. However, traditional approaches to physiology classes in undergraduate health courses in Brazil often result in passive student participation. Research has shown that active methodologies are more effective in the learning process. In this study, we…
Descriptors: Physiology, Undergraduate Students, Cytology, Science Instruction
Samira Syal; John L. Nietfeld – Journal of Educational Psychology, 2024
A growing body of research suggests that comprehension of expository texts presented digitally is a challenging endeavor, particularly for children. Many reading interventions, both from traditional classroom settings and computer-based contexts, have focused on much needed strategy instruction but have simultaneously neglected a focus on…
Descriptors: Game Based Learning, Grade 5, Reading Comprehension, Reading Motivation
Jhon Stephen P. Debit; Hannah Mae P. Bacoba; Mariane Mariz C. Tabanao; Angelo Mark P. Walag – Journal of Chemical Education, 2024
It is the responsibility of chemistry educators to identify and implement instructional strategies, such as introducing educational board games that can foster active and constructive learning and promote an enjoyable learning experience. This study aimed to design, develop, and evaluate a board game that has the potential to be used as a…
Descriptors: Science Education, Science Instruction, Chemistry, Educational Games
Marcus Wolfe – ProQuest LLC, 2024
This qualitative study examines how playing levels of a fraction-themed videogame impacts students' thinking. The research question answered is: What do students' gestures reveal about the degree to which their thinking is embodied as they play a videogame that is constructed via a grounded metaphor for mathematical knowledge. Four soon-to-be…
Descriptors: College Bound Students, College Freshmen, Universities, Mathematics Education

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