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Johan, Zaimy Johana; Hafit, Nor Intan Adha; Tusyanah, Tusyanah – Asian Journal of University Education, 2021
Technology addiction has become an alarming disorder that has increasingly caught the attention of researchers, mental health counsellors and doctors. Unfortunately, those who are having the disorder do not realize that they are going through the phase of pleasurable, addictive experience of appealing themselves by long hours of social networking,…
Descriptors: Addictive Behavior, Foreign Countries, Undergraduate Students, Predictor Variables
Tsyganova, Larisa V.; Zubkova, Yana V.; Bystrova, Natalia V.; Kutepova, Lyubov I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Game technologies allow bringing the educational process as close as possible to professional activities, activating the cognitive interest of students in the study of professional disciplines. The purpose of the article is to analyze the experience of implementing gaming technologies in the preparation of students of higher educational…
Descriptors: College Students, Student Motivation, Technology Uses in Education, Influence of Technology
Rudenko, Irina V.; Bystrova, Natalia V.; Smirnova, Zhanna V.; Vaganova, Olga I.; Kutepov, Maxim M. – Journal of Educational Psychology - Propositos y Representaciones, 2021
Intellectual potential acts as a driving force of social and economic development of the modern state. In a high-tech society, there is a significant increase in interest in identifying and implementing the intellectual abilities of young people. The purpose of the article is to review the experience of using modern educational technologies in…
Descriptors: Academically Gifted, Educational Technology, Gifted Education, Technology Integration
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Swain, Jordon E.; Bogardus, Jason A.; Lin, Eric – Management Teaching Review, 2021
The three elements of organizational justice (distributive, procedural, and interactional justice) can be difficult for undergraduate students to grasp given variances in their personal experiences. To address this issue, we developed a novel approach to teach students these concepts by employing a trivia game show format in which students…
Descriptors: Game Based Learning, Experiential Learning, Justice, Undergraduate Students
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Gómez-Galán, José; Lázaro-Pérez, Cristina; Martínez-López, José Ángel – Journal of New Approaches in Educational Research, 2021
The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the…
Descriptors: Video Games, Addictive Behavior, College Students, COVID-19
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Mildenhall, Paula; Sherriff, B.; Cowie, B. – Research in Science & Technological Education, 2021
STEM education has become a global priority as governments realise that there are important economic benefits if students engage in this interdisciplinary curriculum area. Less prominence has been given to the community benefits that STEM education can bring and even less attention has been given to the potential for children's learning of STEM to…
Descriptors: STEM Education, Interdisciplinary Approach, Teaching Methods, Elementary Education
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Elford, Daniel; Lancaster, Simon J.; Jones, Garth A. – Journal of Chemical Education, 2021
An educational escape activity was developed, embedding elements of both augmented and immersive virtual reality technologies, in an active learning environment. The mental visualization of abstract concepts can be difficult for students, inhibiting their ability to reason cogently regarding important topics of stereochemistry. Consequently, an…
Descriptors: Chemistry, Learning Activities, Problem Solving, Computer Simulation
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Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
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Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
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Herkes, Sharon M.; Gordon-Thomson, Clare; Arnaiz, sabel A.; Muir, Meloni M.; Wardak, Dewa; King, Dane A. – Advances in Physiology Education, 2021
A digital mobile card-matching game called eFlip was developed to assist second-year undergraduate medical science students to learn core content and understand key associations in physiology. Our team developed customized content of core physiological associations, of increasing difficulty, for upload on a generic card-matching platform. The…
Descriptors: Academic Failure, Game Based Learning, Physiology, Undergraduate Students
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Ibatova, Gaukhar; Makhmetova, Aigerim; Zhoraeyeva, Saule Basarbaevna; Amiresheva, Bibinur; Tinibekovna, Nyshanova Saltanat; Satova, Akmaral – World Journal on Educational Technology: Current Issues, 2021
Game technology has been identified as a means to developing the Word Formation Skills of Children with Preschool Speech Disorder. The purpose of the article was to analyze the psychological and pedagogical conditions of word-formation skills for Kazakh-speaking preschool children with speech disorders on the basis of learning theories and…
Descriptors: Game Based Learning, Morphology (Languages), Preschool Children, Communication Disorders
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Tsiotras, Dimitrios; Xinogalos, Stelios – Informatics in Education, 2021
There has been an active movement towards fun learning, using games in education. This article introduces the text-based serious game "Rise of the Java Emperor" that aims to support students in learning basic object-oriented programming concepts using Java. Information concerning the analysis, the design and the pilot evaluation of the…
Descriptors: Programming Languages, Teaching Methods, Graduate Students, Undergraduate Students
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Vishkaie, Rojin; Seyed, Teddy; Emmons, Claire Thoma; vom Lehn, Dirk – Journal of Museum Education, 2021
Socializing and interaction are important aspects for families who visit museums. Mixed reality (MR) uses a set of technology that museums employ to encourage this behavior, but they face challenges in maintaining family cohesion with experiences across different exhibitions and kiosks. In this paper, we explore these challenges broadly to provide…
Descriptors: Museums, Exhibits, Foreign Countries, Socialization
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Kessner, Taylor M.; Parekh, Priyanka; Aguliera, Earl; Pérez Cortés, Luis E.; Tran, Kelly M.; Siyahhan, Sinem; Gee, Elisabeth R. – Information and Learning Sciences, 2021
Purpose: This paper aims to explore how making tabletop board games elicited adolescents' design thinking during their participation in a summer game design camp at their local library. Design/methodology/approach: This study leverages qualitative approaches to coding transcripts of participants' talk. This study uses the design thinking framework…
Descriptors: Design, Games, Summer Programs, Library Services
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Saxena, Manisha; Mishra, Dharmesh K. – International Journal of Information and Communication Technology Education, 2021
Research has found that the new-age learner, Gen Z, is different from his/her predecessors and hence educators need new age pedagogical interventions to cater to this group of learners. With a change in the way the new age learner learns, the education system needs to revamp to incorporate tools that suit the need of the learner. The paper reviews…
Descriptors: Age Groups, Game Based Learning, Intervention, Higher Education
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