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Tsai, Fu-Hsing – Educational Technology & Society, 2016
This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…
Descriptors: Educational Technology, Technology Uses in Education, Scoring, Computer Games
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Fleischmann, Katja; Ariel, Ellen – Contemporary Educational Technology, 2016
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often challenging for students in science education because of the inability to visualize the different steps and the various errors that may influence test outcome. The effectiveness of gamification or the use of game design elements and game-mechanics were…
Descriptors: Science Instruction, Science Laboratories, Science Education, Educational Games
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Lim, Taehyeong; Lee, Sungwoong; Ke, Fengfeng – International Journal of Game-Based Learning, 2016
The purpose of this study was to investigate future teachers' experiences and perceptions of using a virtual reality game for elementary math education. The virtual reality game was designed and developed to integrate a musical activity (beat-making) into the math learning of fractions. Five math education major students participated in this…
Descriptors: Elementary School Mathematics, Mathematics Instruction, Simulated Environment, Educational Games
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Lin, Yi-Hui; Hou, Huei-Tse – Interactive Learning Environments, 2016
Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to promote children's route-planning ability, to empirically explore children's learning performance…
Descriptors: Foreign Countries, Case Studies, Educational Games, Mathematics Instruction
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Soldatova, Galina Urtanbekovna; Rasskazova, Elena Igorevna – Russian Education & Society, 2016
The article examines the opportunities and limitations of the coping behavior of children and teenagers on the Internet and the assistance that they receive from significant adults (parental mediation) in the context of the new developmental social situation, which is mediated by modern information and communication technologies, and in particular…
Descriptors: Adolescents, Safety, Internet, Computer Mediated Communication
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Goldman, Juliette – Sex Education: Sexuality, Society and Learning, 2016
There is a revolution taking place in teacher/learner/technology relations. At primary, secondary and tertiary education levels, teachers and students are being confronted by new technologies, new pedagogies, new relationships in teacher-student roles, as well as reconsiderations about how information is to be learned. The growth of information…
Descriptors: Sex Education, Large Group Instruction, Online Courses, Technology Uses in Education
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Wills, Sandra; Pegler, Chris – Journal of Interactive Media in Education, 2016
This paper positions discussion of learning designs in the broad context of reuse and repurpose. It proposes that not enough attention has been given to the "purpose" of reuse and the motivation of those who choose to share or use reusable learning resources. There is a need for both a broad and deep understanding of what occurs when…
Descriptors: Instructional Design, Foreign Countries, Longitudinal Studies, Case Studies
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Cheung, Nicole W. T. – Youth & Society, 2016
Despite recent concerns over youthful problem gambling, few gambling studies have looked into Asian adolescent populations. This study of a stratified, random sample of high school students in Hong Kong is designed to estimate the prevalence of gambling pathology among Chinese adolescents and to examine the relationships between social strain,…
Descriptors: Foreign Countries, Games, Probability, Addictive Behavior
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Foster, Aroutis; Shah, Mamta – Journal of Computers in Mathematics and Science Teaching, 2016
This study used the Dynamic Systems Model of Role Identity (DSMRI) to examine the extent to which a game, Land Science, afforded identity change opportunities as exploration of science identities, science content knowledge, science confidence, action possibilities, and interest/valuing in an intentional manner. Analysis of the game and existing…
Descriptors: Computer Games, Design Preferences, Computer Software Evaluation, Computer System Design
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Neumann, Michelle Margaret – Australian Educational Computing, 2015
To effectively address early childhood screen time concerns raised by parents and policy makers it is important to examine the current home digital environments of young children. The present study draws upon research that examined the home digital environment of Australian parents and their children (aged 2 to 4; N = 69). Parents completed a…
Descriptors: Young Children, Family Environment, Access to Computers, Questionnaires
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Harvey, Stephen; Smith, Lindsey; Fairclough, Stuart; Savory, Louise; Kerr, Catherine – Physical Educator, 2015
We investigated the moderate to vigorous physical activity (MVPA) and vigorous physical activity (VPA) levels of pupils during coeducational physical education units focused on direct instruction and tactical games models (TGM). Thirty-two children (11-12 years, 17 girls) were randomly assigned to either a direct instruction (control) or TGM…
Descriptors: Physical Activity Level, Physical Education, Units of Study, Direct Instruction
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Clement, Benjamin; Roy, Didier; Oudeyer, Pierre-Yves; Lopes, Manuel – Journal of Educational Data Mining, 2015
We present an approach to Intelligent Tutoring Systems which adaptively personalizes sequences of learning activities to maximize skills acquired by students, taking into account the limited time and motivational resources. At a given point in time, the system proposes to the students the activity which makes them progress faster. We introduce two…
Descriptors: Learning Activities, Intelligent Tutoring Systems, Models, Teaching Methods
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Schmitz, Birgit; Felicia, Patrick; Bignami, Filippo – International Journal of Game-Based Learning, 2015
This paper presents findings from a study carried out between May and October 2013. Based on a survey, which was developed by the MoGaBa VET project partners, the study aimed at understanding the factors that influence the way vocational instructors perceive and use game-based learning. A total of 267 trainers from eight European countries took…
Descriptors: Teaching Methods, Educational Games, Vocational Education, Teacher Surveys
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Wood, Jeffrey – Complicity: An International Journal of Complexity and Education, 2015
This paper presents findings from an eleven-year ethnographic study which describes how three children used different sign systems to become literate, to define who they are and to construct their literate identity. They each engaged with literacies in powerful and life transforming ways. Each child used multiple literacies to learn, understand…
Descriptors: Ethnography, Multiple Literacies, Semiotics, Semantics
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Charafeddine, Rawan; Mercier, Hugo; Clément, Fabrice; Kaufmann, Laurence; Berchtold, André; Reboul, Anne; Van der Henst, Jean-Baptiste – Journal of Cognition and Development, 2015
A series of four experiments investigated preschoolers' abilities to make sense of dominance relations. Experiments 1 and 2 showed that as early as 3 years old, preschoolers are able to infer dominance not only from physical supremacy but also from decision power, age, and resources. Experiments 3 and 4 showed that preschoolers have expectations…
Descriptors: Preschool Children, Inferences, Power Structure, Age Differences
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