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Ke, Fengfeng – Computers & Education, 2013
This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…
Descriptors: Tutoring, Information Technology, Achievement Tests, Teaching Methods
Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane – International Association for Development of the Information Society, 2013
Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…
Descriptors: Educational Games, Simulated Environment, Technology Uses in Education, Teaching Methods
Gibson, David; Jakl, Peter – International Association for Development of the Information Society, 2013
Among the unique affordances of digital simulations are changes in the possibilities for targets as well as the methods of assessment, most significantly, toward integration of thinking with action, embedding of tasks-as-performance of knowledge-in-action, and unobtrusive observational methods. This paper raises and briefly defines key data…
Descriptors: Computer Simulation, Databases, Computer Games, Learning Processes
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
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Sonnleitner, Philipp; Brunner, Martin; Keller, Ulrich; Martin, Romain – Journal of Educational Psychology, 2014
Whereas the assessment of complex problem solving (CPS) has received increasing attention in the context of international large-scale assessments, its fairness in regard to students' cultural background has gone largely unexplored. On the basis of a student sample of 9th-graders (N = 299), including a representative number of immigrant students (N…
Descriptors: Immigrants, Problem Solving, Genetics, Educational Background
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Eseryel, Deniz; Law, Victor; Ifenthaler, Dirk; Ge, Xun; Miller, Raymond – Educational Technology & Society, 2014
Digital game-based learning, especially massively multiplayer online games, has been touted for its potential to promote student motivation and complex problem-solving competency development. However, current evidence is limited to anecdotal studies. The purpose of this empirical investigation is to examine the complex interplay between learners'…
Descriptors: Correlation, Teaching Methods, Computer Games, Learner Engagement
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Zumbach, Joerg; Schrangl, Gerhard; Mortensen, Chad; Moser, Stephanie – Educational Technology & Society, 2016
Considering xenophobic attacks against foreigners and ethnic or religious motivated wars, there is a need for educational concepts to extinguish xenophobia. A model describing the cognitive processes involved in Xenophobic cognition was developed. Instructional multimedia material that discussed various forms of alienation was developed and…
Descriptors: Multicultural Education, Multimedia Materials, Instructional Material Evaluation, Stranger Reactions
Project Tomorrow, 2016
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. For the past thirteen years, Project Tomorrow's® annual Speak Up Research Project has provided schools and districts nationwide and throughout the globe with new insights into how today's…
Descriptors: Computer Uses in Education, Video Technology, Computer Games, Animation
Shaffer, Jeannette R. – ProQuest LLC, 2012
The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…
Descriptors: High School Students, Student Characteristics, Computer Games, Social Influences
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McCormack, Abby; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2012
The popularity of poker (and in particular online poker) has increasingly grown worldwide in recent years. This increase in the popularity of poker has led to the increased incidence of the "professional poker player". However, very little empirical research has been carried out into this relatively new group of gamblers. The aim was to determine…
Descriptors: Grounded Theory, Risk, Peer Acceptance, Discussion (Teaching Technique)
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Arnab, Sylvester; Berta, Riccardo; Earp, Jeffrey; de Freitas, Sara; Popescu, Maria; Romero, Margarida; Stanescu, Ioana; Usart, Mireia – Electronic Journal of e-Learning, 2012
Nowadays formal education systems are under increasing pressure to respond and adapt to rapid technological innovation and associated changes in the way we work and live. As well as accommodation of technology in its ever-diversifying forms, there is a fundamental need to enhance learning processes through evolution in pedagogical approaches, so…
Descriptors: Foreign Countries, Educational Games, Computer Games, Learning Processes
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Jiow, Hee Jhee; Lim, Sun Sun – Bulletin of Science, Technology & Society, 2012
Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always…
Descriptors: Television Viewing, Video Games, Computers, Television
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Montola, Markus – Simulation & Gaming, 2012
This article combines the paradigm of social constructionism with the developing field of ludology. As games are intersubjective meaning-making activities, their study requires understanding of the nature of social constructions, and how such constructions are produced and interpreted: The formalist nature of ludological core concepts such as game…
Descriptors: Epistemology, Social Theories, Social Environment, Cultural Context
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Frederiksen, Karen-Margrete, Ed.; Larsen, Sanne, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2020
Despite the COVID-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Videoconferencing
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Noraddin, Enas Mohamed; Kian, Neo Tse – Malaysian Online Journal of Educational Technology, 2014
Digital (or computer) games have been extremely attractive to gamers of all ages, especially the young ones. They spend much time playing such games for pleasure and entertainment. Harnessing digital games for education has been attempted in some advanced countries where teachers seemed to be receptive to the idea. In Malaysia no major study has…
Descriptors: Foreign Countries, Teacher Attitudes, Computer Games, Educational Games
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