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Canning, Steven; Betrus, Anthony – Educational Technology, 2017
This article is written in the first-person, from the perspective of Steven Canning, a SUNY Potsdam instructor of educational technology and part-time professional gamer, with contributions from Anthony Betrus, Professor of Educational Technology at SUNY Potsdam. The author delves deeply into the world of professional online gaming, or eSports,…
Descriptors: Educational Technology, Computer Games, Online Systems, Professionalism
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Yang, Hui-Ling; Wu, Wei-Pang – International Journal of Information and Communication Technology Education, 2017
This study investigated the online flow frequency among college students in regard to different internet activities, and analyzed the effect of flow frequency on internet addiction. This study surveyed 525 undergraduate internet users in Taiwan by using convenience sampling to question participants. In this paper, analysis of variance (ANOVA) was…
Descriptors: Internet, Addictive Behavior, Undergraduate Students, Computer Use
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Mavridis, A.; Tsiatsos, T. – Journal of Computer Assisted Learning, 2017
The aim of this study is to assess the impact of a 3D educational computer game on students' test anxiety and exam performance when used in evaluative situations as compared to the traditional method of examination. The participants of the study were students in tertiary education who were examined using game-based assessment and traditional…
Descriptors: Computer Games, Teaching Methods, Test Anxiety, Statistical Analysis
Jamaludin, Azilawati; Hung, David – Research and Practice in Technology Enhanced Learning, 2017
Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21st century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the…
Descriptors: 21st Century Skills, Problem Solving, Role Playing, Computer Games
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Isayama, Daiki; Ishiyama, Masaki; Relator, Raissa; Yamazaki, Koichi – ACM Transactions on Computing Education, 2017
We explore the feasibility of early introduction to automata theory through gamification. We designed a puzzle game that players can answer correctly if they understand the fundamental concepts of automata theory. In our investigation, 90 children played the game, and their actions were recorded in play logs. An analysis of the play logs shows…
Descriptors: Secondary School Students, Concept Formation, Computer Games, Computer Science Education
Paulic, Deniz Jacqueline – ProQuest LLC, 2017
A major challenge for senior leaders throughout the world is to inspire people to share knowledge (Akgun, Keskin, Ayar, & Okunakol, 2017; Razak et al., 2016). The study was a pilot trial of a specially designed knowledge sharing (KS) training intervention program that involved two versions of a digital game, with one version based on teamwork…
Descriptors: Information Dissemination, Computer Games, Teamwork, Self Efficacy
Buck, Marc Fabian – Online Submission, 2017
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification's aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light…
Descriptors: Educational Games, Computer Games, Teaching Methods, Learning Motivation
Colton, Adam – ProQuest LLC, 2017
Many of the digital tools teachers currently implement in their courses are still embedded within the hierarchical banking principles that humanities instructors have long abandoned in favor of problem-posing and collaborative models. The institutional learning management system (LMS) is in need of a redesign if humanities educators, especially…
Descriptors: Integrated Learning Systems, Humanities Instruction, Computer Games, Educational Games
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Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
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Schölderle, Theresa; Haas, Elisabet; Ziegler, Wolfram – Journal of Speech, Language, and Hearing Research, 2020
Purpose: The aim of this study was to collect auditory-perceptual data on established symptom categories of dysarthria from typically developing children between 3 and 9 years of age, for the purpose of creating age norms for dysarthria assessment. Method: One hundred forty-four typically developing children (3;0-9;11 [years;months], 72 girls and…
Descriptors: Age Differences, Speech Impairments, Measures (Individuals), Auditory Perception
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McMahon, Don D.; Barrio, Brenda; McMahon, Amanda K.; Tutt, Kristen; Firestone, Jonah – Journal of Special Education Technology, 2020
Individuals with intellectual and developmental disabilities (IDD) are at greater risk of health-related issues due to obesity and lack of physical activity. This study examined using virtual reality (VR) exergaming to increase the physical activity of high school students with IDD. Four students participated in this multiple probe across…
Descriptors: Computer Simulation, High School Students, Students with Disabilities, Intellectual Disability
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling – Computer Assisted Language Learning, 2020
One of the more rapidly advancing subfields of second language acquisition research is Digital-game based language learning (DGBLL) and many studies have found that Commercial off-the-shelf (COTS) games can have a positive effect on vocabulary acquisition. COTS games are specifically made for entertainment purposes, while serious games, which…
Descriptors: Educational Games, Computer Games, Game Based Learning, Simulated Environment
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Dohn, Niels Bonderup – British Journal of Educational Technology, 2020
The ability to code computer programs is considered an important part of literacy in today's society. This paper reports from a case study in two sixth-grade classes where Scratch coding was part of six mathematics lessons. The aim of the study was to investigate how Scratch coding affected students' interest development in coding and in…
Descriptors: Coding, Secondary School Students, Mathematics Instruction, Student Interests
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Blume, Carolyn – Computer Assisted Language Learning, 2020
Despite the prevalence of digital gaming as a leisure activity and research attesting to the affordances of digital game-based language learning (DGBLL) for English as a foreign language (EFL), the use of DGBLL remains low, especially outside the United States. A survey was carried out in order to understand both the beliefs and behaviors of…
Descriptors: Preservice Teachers, English (Second Language), English Teachers, Student Behavior
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Kerimbayev, Nurassyl; Nurym, Nurdaulet; Akramova, ?liya; Abdykarimova, Saule – Education and Information Technologies, 2020
The study considers the problems relating to vocational training of specialists in the virtual educational environment of a higher education institution. The use of advanced information and communication systems (electronic mail, electronic teleconferences, electronic and information resources including text, visual, audio and video information)…
Descriptors: Vocational Education, Computer Simulation, Information Systems, Computer Games
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