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Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Descriptors: Blended Learning, Educational Technology, Online Courses, Virtual Classrooms
Hepler, Teri J.; Feltz, Deborah L. – Research Quarterly for Exercise and Sport, 2012
The purpose of this study was to examine the relationship between decision-making self-efficacy and decision-making performance in sport. Undergraduate students (N = 78) performed 10 trials of a decision-making task in baseball. Self-efficacy was measured before performing each trial. Decision-making performance was assessed by decision speed and…
Descriptors: Self Efficacy, Team Sports, Path Analysis, Undergraduate Students
Chen, Yen-Hua; Lin, Chiu-Pin; Looi, Chee-Kit; Shao, Yin-juan; Chan, Tak-Wai – Turkish Online Journal of Educational Technology - TOJET, 2012
In traditional mathematics education, students have typically been asked to solve lots of tedious and uninteresting exercises for developing the arithmetic skills of addition and subtraction. The paper provides an account of learning arithmetic skills in a more interesting way through the collaborative playing of a puzzle game. 83 students in…
Descriptors: Arithmetic, Teaching Methods, Mathematics Education, Grade 4
The Construction of an Online Competitive Game-Based Learning System for Junior High School Students
Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…
Descriptors: Program Effectiveness, Competition, Student Attitudes, Junior High School Students
Kalloo, Vani; Mohan, Permanand – Electronic Journal of e-Learning, 2012
A mobile learning research project was conducted in Trinidad and Tobago to determine if mobile learning can assist high school students in learning mathematics. Several innovative techniques were used in this research to address the problem of high failure rates of mathematics in high schools in the Caribbean. A mobile learning application was…
Descriptors: Electronic Learning, Mathematics Curriculum, Student Attitudes, Learning Strategies
Bowles, Richard; O'Sullivan, Mary – Physical Education and Sport Pedagogy, 2012
Background: Extra-curricular sport is an important aspect of life in Irish primary schools. Team invasion games hold a dominant position and, within this category, Gaelic games are extremely popular. Teachers have, historically, played a significant role in the promotion of Gaelic games through the organization of inter-school competitions. The…
Descriptors: Research Design, Physical Education, Sportsmanship, Interviews
Gutwill, Joshua P.; Allen, Sue – Journal of the Learning Sciences, 2012
Field trips to science museums can provide students with educational experiences, particularly when museum programs emphasize scientific inquiry skill building over content knowledge acquisition. We describe the creation and study of 2 programs designed to significantly enhance students' inquiry skills at any interactive science museum exhibit…
Descriptors: Field Trips, Museums, Educational Experience, Inquiry
Appel, Markus – Computers & Education, 2012
Adolescents spend a substantial part of their leisure time with playing games and using social media such as Facebook. The present paper examines the link between adolescents' computer and Internet activities and computer literacy (defined as the ability to work with a computer efficiently). A cross-sectional study with N = 200 adolescents, aged…
Descriptors: Computer Literacy, Adolescents, Media Literacy, Internet
Chiu, Eddie Yu-Wai; Woo, Kent – International Journal of Mental Health and Addiction, 2012
This preliminary study examined the characteristics and risk factors of problem gambling among Chinese American adolescents. A total of 192 Chinese American students (aged 13-19) from 9th to 12th grades were recruited from three high schools in San Francisco, California. Students were administered the South Oaks Gambling Screen Revised for…
Descriptors: Evidence, Risk, Addictive Behavior, Adolescents
Weng, Ting-Sheng – Journal of Educational Technology Systems, 2012
This research applies multimedia technology to design a dynamic item generation method that can adaptively adjust the difficulty level of items according to the level of the testee. The method is based on interactive testing software developed by Flash Actionscript, and provides a testing solution for users by automatically distributing items of…
Descriptors: Feedback (Response), Difficulty Level, Educational Technology, Educational Games
Clark, Aaron C.; Ernst, Jeremy – Journal of STEM Education: Innovations and Research, 2009
This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…
Descriptors: Video Games, Technology Education, Public Education, High School Students
Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu – Computers & Education, 2009
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Descriptors: Video Games, Genetics, Program Effectiveness, High School Students
Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert – Journal of Academic Librarianship, 2009
This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)
Descriptors: Undergraduate Students, Educational Games, Library Instruction, Integrated Activities
Fletcher, Mike – Teaching Statistics: An International Journal for Teachers, 2009
We consider how probability theory can be used to increase one's chances of winning in the new television game show "The Colour of Money."
Descriptors: Probability, Television, Statistics, Game Theory
Ellcessor, Elizabeth; Duncan, Sean C. – International Journal of Game-Based Learning, 2011
This paper expands on Gee's (2004) notion of "affinity spaces" by placing them in the context of games, media stars, and their fans and combining cultural studies and new literacies approaches. The Guild, a web series about the misadventures of MMOplayers, written by and starring actor, writer, producer, and gamer Felicia Day, is…
Descriptors: Games, Communities of Practice, Multiple Literacies, Self Concept

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