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Es-Sajjade, Abdelghani; Paas, Fred – Educational Technology Research and Development, 2020
Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on…
Descriptors: Educational Theories, Educational Games, Computer Games, Computer System Design
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Teichert, Laura – Journal of Early Childhood Literacy, 2020
The literature on infant and toddler screen time has been built on two traditions--cognitive models of learning and sociocultural models of learning. Cognitive studies have cautioned against the use of screen time for young children because clinical research has not shown children can learn as effectively from screens as they do from human…
Descriptors: Mass Media Use, Television Viewing, Computer Games, Recreational Activities
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Bhattacharya, Devarati; Steward, Kimberly Carroll; Chandler, Mark; Forbes, Cory – Science Teacher, 2020
To enhance teaching and learning about Earth's climate and global climate change (GCC) in secondary science classrooms, the authors are engaged in a four-year, National Science Foundation (NSF)-funded project to develop, implement, and evaluate a new four-week curriculum module grounded in the use of a data-driven, computer-based climate modeling…
Descriptors: Climate, Change, Science Education, Science Curriculum
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Li, Pei-Jung; Hong, Huang-Yao; Chai, Ching Sing; Tsai, Chin-Chung; Lin, Pei-Yi – Research in Science Education, 2020
The aim of this study was to investigate whether and how engaging with a computer-supported collaborative knowledge-building environment helps students to develop a more sophisticated approach to scientific inquiry. A total of 52 undergraduate students took a course entitled "Introduction to Natural Sciences" that was based on…
Descriptors: Undergraduate Students, College Science, Science Education, Science Process Skills
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Teichrew, Albert; Erb, Roger – Physics Education, 2020
Real situations are overlaid with virtual information using augmented reality technology. In a learning environment, this technology could give everyday relevance to abstract concepts. In this paper, we will show how physical structures in typical experiments can be simply augmented by virtual objects in physics classes. This is achieved by…
Descriptors: Science Instruction, Computer Software, Educational Technology, Telecommunications
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Adler, Rachel F.; Beck, Kristan – Journal of Technology and Teacher Education, 2020
Computational thinking (CT) involves breaking a problem into smaller components and solving it using algorithmic thinking and abstraction. CT is no longer exclusively for computer scientists but for everyone. While CT does not necessarily require programming, learning programming to enhance CT skills at a young age can help shape the next…
Descriptors: Curriculum Development, Introductory Courses, Computer Science Education, Preservice Teachers
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Sen, Ceylan; Ay, Zeynep Sonay; Kiray, Seyit Ahmet – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2020
This study involves the development and implementation of a STEM activity containing 3 D printer technology, which is commonly used in STEM education. Out of school STEM courses were organized with seven middle school students studying in the 7th grade and the activities in the course were carried out with a 3D printer. One of the activities in…
Descriptors: Learning Activities, Middle School Students, STEM Education, Computer Peripherals
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Ye, Pinghao; Liu, Liqiong; Gao, Linxia; Mei, Quanjun – International Journal of Information and Communication Technology Education, 2020
The article finds the main factors affecting women's continuance intention for mobile games, and analyze how and to what extent these factors affect women's continuance intention for mobile games in a research model. In this study, a Model of Factors Affecting Women's continued interest in mobile gaming is comprised of eight variables and relevant…
Descriptors: Females, Computer Games, Telecommunications, Handheld Devices
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Soboleva, Elena V.; Karavaev, Nikita L. – European Journal of Contemporary Education, 2020
The study is aimed at solving a problem generated by the necessity to change the organizational forms of digital learning to prepare graduates who meet the requirements of today's labor market; who are equipped with teamwork skills and skills of project-management under uncertainty which are especially relevant nowadays. The purpose of the study…
Descriptors: Active Learning, Student Projects, Teamwork, Computer System Design
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Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
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Wronowski, Meredith; Urick, Angela; Wilson, Alison S. P.; Thompson, William; Thomas, David; Wilson, Scott; Elizondo, Francisco J.; Ralston, Ryan – Journal of Educational Computing Research, 2020
The overuse of lecture-based approaches for instruction in university courses may have limited student access to knowledge, particularly the transfer of complex concepts, such as central limit theorem in statistics. This study seeks to contribute to empirical research regarding the effectiveness of serious educational games (SEGs) to increase…
Descriptors: Outcomes of Education, Educational Games, Psychological Patterns, Learner Engagement
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Parrish, Andrea H.; Sadera, William A. – Journal of Educational Computing Research, 2020
Learning environments with a one-to-one student-to-computer ratio have unique qualities when compared with traditional learning spaces. Past studies have focused on the impact of the technology, but we continue to fall short of understanding how to systematically utilize one-to-one technology to facilitate instructional improvement. This study…
Descriptors: Teacher Competencies, Student Centered Learning, Technology Integration, Faculty Development
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Yang, Zhiguo; Guo, Xiang – Decision Sciences Journal of Innovative Education, 2020
Hadoop is a well-known big data system and a subject covered in many big data courses. This article describes two role play games for teaching the two fundamental components in the Hadoop framework, MapReduce and Hadoop Distributed File System (HDFS). In the games, students form teams and play different roles as a part of a Hadoop cluster. The…
Descriptors: Role Playing, Educational Games, Teaching Methods, Class Activities
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Ecalle, Jean; Vidalenc, Jean-Luc; Ballet, Carine; Magnan, Annie – Journal of Educational Computing Research, 2020
Fundamental research has indicated that (a) difficulties in reading are linked to a deficit in phonemic awareness and word reading and (b) in French, decoding and word reading are based on the syllable as a functional unit. A software program involving two tasks, namely, phonemic discrimination and grapho-syllabic segmentation, was proposed to…
Descriptors: Computer Software, Reading Difficulties, Phonemic Awareness, Syllables
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Debevc, Matjaž; Weiss, Jernej; Šorgo, Andrej; Kožuh, Ines – British Journal of Educational Technology, 2020
Traditional methods of learning solfeggio (music theory) generally do not take advantage of computer-based support, meaning that, when learning individually, students cannot receive instantaneous feedback on their activities. The aim of this study is to examine the effectiveness of an interactive mobile application, mySolfeggio, for learning…
Descriptors: Music Education, Music Theory, Computer Assisted Instruction, Computer Oriented Programs
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