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Jeekratok, Kanisorn; Chanchalor, Sumalee; Murphy, Elizabeth – International Journal of Web-Based Learning and Teaching Technologies, 2014
Children with (ASD) may respond well to web--based learning because computers can provide features such as repetition, visual stimuli and independent interactions that appeal to them. However, there has been limited testing of web-based learning especially outside of institutional settings. The study reported on in this paper involved the testing…
Descriptors: Autism, Pervasive Developmental Disorders, Children, Web Based Instruction
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Dzeng, Ren-Jye; Lin, Ken-Yu; Wang, Pei-Ru – British Journal of Educational Technology, 2014
Game-based education is a promising method for encouraging student learning. Although learning construction procurement and negotiation require hands-on practice, in most construction management courses at the college level, this subject is taught by using lectures and case studies. In this study, a construction procurement and negotiation game…
Descriptors: Educational Games, Construction Management, Purchasing, Business Administration Education
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Proske, Antje; Roscoe, Rod D.; McNamara, Danielle S. – Educational Technology Research and Development, 2014
Achieving sustained student engagement with practice in computer-based writing strategy training can be a challenge. One potential solution is to foster engagement by embedding practice in educational games; yet there is currently little research comparing the effectiveness of game-based practice versus more traditional forms of practice. In this…
Descriptors: Educational Games, Computer Games, Student Motivation, Academic Achievement
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Wilson, Amanda; Hainey, Thomas; Connolly, Thomas M. – International Journal of Game-Based Learning, 2013
Newer approaches such as games-based learning (GBL) and games-based construction are being adopted to motivate and engage students within the Curriculum for Excellence (CfE) in Scotland. GBL and games-based construction suffer from a dearth of empirical evidence supporting their validity as teaching and learning approaches. To address this issue…
Descriptors: Educational Games, Teaching Methods, Educational Technology, Technology Uses in Education
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Al-Elaimat, Abeer Rashed – International Education Studies, 2013
The purpose of this study is to investigate the effect of using computer games on the lower basic stage student's achievement in learning English at Al-SALT Schools. The population of this study consisted of all lower basic stage students in AL-SALT schools during the scholastic year 2011-2012. However, the sample of this study consisted of 88…
Descriptors: Foreign Countries, Computer Games, Instructional Effectiveness, English (Second Language)
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Alagoz, Esra – International Journal of Computer-Supported Collaborative Learning, 2013
The ability to argue well is a valuable skill for students in both formal and informal learning environments. While many studies have explored the argumentative practices in formal environments and some researchers have developed tools to enhance the argumentative skills, the social argumentation that is occurring in informal spaces has yet to be…
Descriptors: Persuasive Discourse, Synchronous Communication, Computer Mediated Communication, Computer Games
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Siko, Jason; Barbour, Michael – Journal of Educational Multimedia and Hypermedia, 2013
Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language…
Descriptors: Educational Games, Teaching Methods, Computer Software, Computer Uses in Education
Banks, Jaime – ProQuest LLC, 2013
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…
Descriptors: Computer Games, Self Concept, Postmodernism, Identification (Psychology)
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Garner, Gabrielle – Educational Media and Technology Yearbook, 2013
This essay articulates some of the ways in which a unique form of digital media, online videogames, have shaped and have been shaped by social, technological, and economic influences, which have secured the relative sustainability of specific games in the global marketplace over time. Based on trends observed from a review of previous empirical…
Descriptors: Video Games, Social Influences, Economic Factors, Sustainability
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Fisch, Shalom M. – New Directions for Child and Adolescent Development, 2013
It is increasingly common for an educational media project to span several media platforms (e.g., TV, Web, hands-on materials), assuming that the benefits of learning from multiple media extend beyond those gained from one medium alone. Yet research typically has investigated learning from a single medium in isolation. This paper reviews several…
Descriptors: Educational Media, Multimedia Materials, Educational Technology, Comparative Analysis
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Fan, Kuo-Kuang; Xiao, Peng-wei; Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2015
This study aims to discuss the correlations among learning styles, meaningful learning, and learning achievement. Directed at the rather difficult to comprehend human blood circulation unit in the biology materials for junior high school students, a Mobile Meaningful Blood Circulation Learning System, called MMBCLS gamification learning, was…
Descriptors: Health Education, Cognitive Style, Correlation, Multimedia Materials
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Liu, Kuo-Yu – International Journal of Distance Education Technologies, 2015
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Descriptors: Case Studies, Computer Science Education, Computer Networks, Usability
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Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong – Interactive Learning Environments, 2015
Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…
Descriptors: Foreign Countries, Concept Mapping, Educational Games, Computer Games
Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Inoue, Hitoshi; Fujimura, Naomi – International Association for Development of the Information Society, 2015
This paper introduces several educational materials developed by ICER (Innovation Center for Educational Resource) of Kyushu University Library and considers about what are better designs for mobile educational materials through their development experiences and their investigations about its learning effectiveness. The introduced materials are…
Descriptors: Educational Technology, Technology Uses in Education, Electronic Learning, Telecommunications
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De Wilde, Vanessa; Eyckmans, June – Studies in Second Language Learning and Teaching, 2017
In this paper the incidental language acquisition of 11-year-old Flemish children (n = 30) who have not received any formal English instruction is investigated. The study looks into children's English proficiency and the learner characteristics that can be associated with it. In order to measure the children's English proficiency, a receptive…
Descriptors: Second Language Learning, English (Second Language), Linguistic Input, Native Language
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