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Wills, Sandra; Pegler, Chris – Journal of Interactive Media in Education, 2016
This paper positions discussion of learning designs in the broad context of reuse and repurpose. It proposes that not enough attention has been given to the "purpose" of reuse and the motivation of those who choose to share or use reusable learning resources. There is a need for both a broad and deep understanding of what occurs when…
Descriptors: Instructional Design, Foreign Countries, Longitudinal Studies, Case Studies
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Cheung, Nicole W. T. – Youth & Society, 2016
Despite recent concerns over youthful problem gambling, few gambling studies have looked into Asian adolescent populations. This study of a stratified, random sample of high school students in Hong Kong is designed to estimate the prevalence of gambling pathology among Chinese adolescents and to examine the relationships between social strain,…
Descriptors: Foreign Countries, Games, Probability, Addictive Behavior
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Foster, Aroutis; Shah, Mamta – Journal of Computers in Mathematics and Science Teaching, 2016
This study used the Dynamic Systems Model of Role Identity (DSMRI) to examine the extent to which a game, Land Science, afforded identity change opportunities as exploration of science identities, science content knowledge, science confidence, action possibilities, and interest/valuing in an intentional manner. Analysis of the game and existing…
Descriptors: Computer Games, Design Preferences, Computer Software Evaluation, Computer System Design
Wainess, Richard; Koenig, Alan; Kerr, Deirdre – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
Effective design of training-related games (games for training and/or assessment) requires synergy between the mechanisms for delivering instructional content and the mechanisms for learning game play and game functionality (Becker, 2006). The learning domain must be embedded as a core game mechanic: that is, the game cannot be advanced or won…
Descriptors: Direct Instruction, Play, Video Games, Educational Games
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Brom, Cyril; Preuss, Michal; Klement, Daniel – Computers & Education, 2011
Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository…
Descriptors: Control Groups, Computer Assisted Instruction, Foreign Countries, Lecture Method
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Neumann, Michelle Margaret – Australian Educational Computing, 2015
To effectively address early childhood screen time concerns raised by parents and policy makers it is important to examine the current home digital environments of young children. The present study draws upon research that examined the home digital environment of Australian parents and their children (aged 2 to 4; N = 69). Parents completed a…
Descriptors: Young Children, Family Environment, Access to Computers, Questionnaires
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Harvey, Stephen; Smith, Lindsey; Fairclough, Stuart; Savory, Louise; Kerr, Catherine – Physical Educator, 2015
We investigated the moderate to vigorous physical activity (MVPA) and vigorous physical activity (VPA) levels of pupils during coeducational physical education units focused on direct instruction and tactical games models (TGM). Thirty-two children (11-12 years, 17 girls) were randomly assigned to either a direct instruction (control) or TGM…
Descriptors: Physical Activity Level, Physical Education, Units of Study, Direct Instruction
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Clement, Benjamin; Roy, Didier; Oudeyer, Pierre-Yves; Lopes, Manuel – Journal of Educational Data Mining, 2015
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two…
Descriptors: Learning Activities, Intelligent Tutoring Systems, Models, Teaching Methods
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Schmitz, Birgit; Felicia, Patrick; Bignami, Filippo – International Journal of Game-Based Learning, 2015
This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took…
Descriptors: Teaching Methods, Educational Games, Vocational Education, Teacher Surveys
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Wood, Jeffrey – Complicity: An International Journal of Complexity and Education, 2015
This paper presents findings from an eleven-year ethnographic study which describes how three children used different sign systems to become literate, to define who they are and to construct their literate identity. They each engaged with literacies in powerful and life transforming ways. Each child used multiple literacies to learn, understand…
Descriptors: Ethnography, Multiple Literacies, Semiotics, Semantics
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Charafeddine, Rawan; Mercier, Hugo; Clément, Fabrice; Kaufmann, Laurence; Berchtold, André; Reboul, Anne; Van der Henst, Jean-Baptiste – Journal of Cognition and Development, 2015
A series of four experiments investigated preschoolers' abilities to make sense of dominance relations. Experiments 1 and 2 showed that as early as 3 years old, preschoolers are able to infer dominance not only from physical supremacy but also from decision power, age, and resources. Experiments 3 and 4 showed that preschoolers have expectations…
Descriptors: Preschool Children, Inferences, Power Structure, Age Differences
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Jong, Morris Siu-yung; Shang, Junjie – Educational Technology & Society, 2015
"Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a qualitative case study on the implementation of VISOLE (in secondary Geography education) in which we…
Descriptors: Educational Games, Constructivism (Learning), Technology Integration, Electronic Learning
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Cate, Chris A.; Albright, Glenn – Online Learning, 2015
Veterans and military service members enter the classroom with valuable life and leadership experience; however, transitioning to student life represents unique challenges. Like the larger veteran population, student veterans may bring to campus the negative aftereffects of their combat experiences in the form of post-traumatic stress, substance…
Descriptors: Veterans, College Students, Games, Role Playing
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Witte, Amanda L.; Kiewra, Kenneth A.; Kasson, Sarah C.; Perry, Kyle R. – Roeper Review, 2015
Previous research has linked talent development to four factors--early experience, coaching, practice, and motivation. In addition to these factors, contemporary talent experts suggest that parents play a critical role in talent development. The purpose of the present study was to uncover parents' in-time perspectives on the talent development…
Descriptors: Qualitative Research, Talent Development, Parent Role, Parent Child Relationship
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Berns, Anke; Palomo-Duarte, Manuel; Dodero, Juan Manuel; Ruiz-Ladrón, Juan Miguel; Márquez, Andrea Calderón – Research-publishing.net, 2015
In the last two decades there have been many attempts to integrate all kinds of mobile devices and apps to support formal as well as informal learning processes. However, most of the available apps still support mainly individual learning, using mobile devices to deliver content rather than providing learners with the opportunity to interact with…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Second Language Instruction
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