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Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
James J. Meadows III – ProQuest LLC, 2023
The purpose of this exploratory qualitative study was to explore the impacts security training experts believe implementing a mandatory gamified security awareness training curriculum in public middle schools will have on the long-term security behavior of students in Texas. My study addressed whether security training for teenagers will solve the…
Descriptors: Middle School Students, Public Schools, Gamification, Educational Games
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Aziman Abdullah – International Society for Technology, Education, and Science, 2023
This study explores the potential of using screen time data in learning management systems (LMS) to estimate student learning time (SLT) and validate the credit value of courses. Gathering comprehensive data on actual student learning time is difficult, so this study uses LMS Moodle logs from a computer programming course with 490 students over 16…
Descriptors: Time Factors (Learning), Handheld Devices, Computer Use, Television Viewing
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Isa, Nor Kalsum Mohd; Samat, Muhammad Yusoff Ab; Govindasamy, Priyalatha; Isa, Nor Junainah Mohd; Nursa'ban, Muhammad; Yunos, Mohd Yazid Mohd; Ibrahim, Mohd Hairy; Ismail, Kamarul – Journal of Language and Linguistic Studies, 2021
This study aimed to examine the implementation of the teaching and facilitation (PdPc) methods among lecturers and their influence on students' interests in learning Geography. Students' interests in learning were measured based on two aspects: emotional and cognitive aspects. A survey approach was used in this study, involving a total of 120…
Descriptors: Student Interests, Geography Instruction, College Faculty, Teaching Methods
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Kalogiannakis, Michail; Papadakis, Stamatios; Zourmpakis, Alkinoos-Ioannis – Education Sciences, 2021
The implementation of gamification in education has attracted many researchers to increase engagement and achieve learning more effectively. Implementing technology in science curricula has seen a massive influx over the past years to stop the decline in students' motivation towards science learning and promote scientific thinking. This study's…
Descriptors: Game Based Learning, Science Education, Literature Reviews, Student Motivation
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Ellis, Derek M.; Robison, Matthew K.; Brewer, Gene A. – Journal of Intelligence, 2021
Individuals encounter problems daily wherein varying numbers of constraints require delimitation of memory to target goal-satisfying information. Multiply-constrained problems, such as the compound remote associates, are commonly used to study this type of problem solving. Since their development, multiply-constrained problems have been…
Descriptors: Cognitive Ability, Problem Solving, Short Term Memory, Attention Control
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Agbo, Friday Joseph; Sanusi, Ismaila Temitayo; Oyelere, Solomon Sunday; Suhonen, Jarkko – Education Sciences, 2021
This study investigated the role of virtual reality (VR) in computer science (CS) education over the last 10 years by conducting a bibliometric and content analysis of articles related to the use of VR in CS education. A total of 971 articles published in peer-reviewed journals and conferences were collected from Web of Science and Scopus…
Descriptors: Computer Simulation, Computer Science Education, Educational Research, Research Methodology
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Scholz, Kyle W.; Komornicka, Jolanta N.; Moore, Andrew – Teaching & Learning Inquiry, 2021
This paper analyzes the development and implementation of a game-based learning course design framework. Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and choice through quests. The intended goal…
Descriptors: Game Based Learning, History Instruction, College Instruction, Learner Engagement
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Hunter, Kevin H.; Rodriguez, Jon-Marc G.; Becker, Nicole M. – Chemistry Education Research and Practice, 2021
Beyond students' ability to manipulate variables and solve problems, chemistry instructors are also interested in students developing a deeper conceptual understanding of chemistry, that is, engaging in the process of sensemaking. The concept of sensemaking transcends problem-solving and focuses on students recognizing a gap in knowledge and…
Descriptors: Chemistry, Science Process Skills, Problem Solving, Comprehension
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Radulovic, Branka – Journal of Baltic Science Education, 2021
Modern approaches in Physics classes which involve the game-based student response system (GSRS) have been in use for a while, but their educational efficiency and students' involvement have not been examined. Therefore, this research's main aim was to determine the educational efficiency and students' involvement of GSRS and to assess their…
Descriptors: Instructional Effectiveness, Game Based Learning, Teaching Methods, Audience Response Systems
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Trocchia, Philip J.; Luckett, Michael G.; Noel, Noel M. – Journal of Education for Business, 2021
Undergraduate business students (N = 307) reported their learning preferences from a list of 18 instructional methods commonly used by college of business educators. Data were also collected on academic and demographic characteristics. Exploratory factor analysis of student preferences for instructional methods identified five learning styles:…
Descriptors: Undergraduate Students, Cognitive Style, Factor Analysis, Preferences
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Ponce de la Vega, Lidia – Hispania, 2021
This article explores gaming manifestations of the US-centric Mexican threat narrative in the context of the so-called drug war, by analyzing Manichean representations of characters, settings, and language (English and Spanish). It argues that videogames construct the concept of the Mexican subject in direct opposition to the US subject--in a…
Descriptors: Video Games, Ethnic Stereotypes, Drug Abuse, Criminals
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Siffrinn, Nicole E. – Canadian Modern Language Review, 2021
In applied linguistics, creativity has traditionally been conceptualized as an anthropocentric activity where semiotic resources are used as mediating tools to generate new meaning. This article challenges that view by exploring the non-representational forces that vitalize creativity to keep language moving in a theatre game played with…
Descriptors: Creativity, Applied Linguistics, Semiotics, Theater Arts
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Musgrove, Hannah B.; Ward, William M.; Hiatt, Leslie A. – Journal of Chemical Education, 2021
A Quantitative Analysis Lab class was developed that began with 9 weeks of student preparation for the Quant Escape Game (QEG) where the students learned the fundamentals of quantitative analysis. The preparation was followed by the four-week QEG, an active-learning, cooperative-learning, and problem-based learning experience in which the students…
Descriptors: Learner Engagement, Student Motivation, Student Projects, Undergraduate Students
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Villanueva, Fritzgerald – BU Journal of Graduate Studies in Education, 2021
Gaming addiction is a behavioural disorder that requires clinical therapy because of its symptoms, which often overwhelm children's sense of self-control. However, the credibility of the screening test for gaming addiction is contentious in the literature, resulting in some ambiguous distinctions between excessive video gaming and the disorder.…
Descriptors: Addictive Behavior, Behavior Disorders, Symptoms (Individual Disorders), Therapy
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