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Stanley-Yolgecen, Athena Joyce – ProQuest LLC, 2018
The purpose of this case study is to explore effects of digital gamification on engagement and achievement in a third-grade social studies course for students of multiple nationalities and with varied native languages attending the English language international branch of a private, affluent school in eastern China. The case study is framed by…
Descriptors: Case Studies, Computer Games, Grade 3, Elementary School Students
Ching, Cynthia Carter; Stewart, Mary K.; Hagood, Danielle E.; Rashedi, Roxanne Naseem – IEEE Transactions on Learning Technologies, 2016
Extant literature has largely not examined how users critically engage with their physical activity monitors, as objective data sense-making is often deemed superior to users' subjective realities. Our research, however, examines how middle-school youth encounter the representation of their data, as it is converted and actionable in an online…
Descriptors: Physical Activity Level, Measurement, Electronic Equipment, Ethnography
Ziv, Margalit; Solomon, Ayelet; Strauss, Sidney; Frye, Douglas – Journal of Cognition and Development, 2016
The relations among children's theory of mind (ToM), their understanding of the intentionality of teaching, and their own peer teaching strategies were tested. Seventy-five 3-, 4-, and 5-year-olds completed 11 ToM and understanding-of-teaching tasks. Subsequently, 30 of the children were randomly chosen to teach a peer how to play a board game,…
Descriptors: Theory of Mind, Young Children, Peer Teaching, Games
McGee, Patricia; Valdes, Erin; Bullis, Danica – International Journal on E-Learning, 2016
While online course offerings have steadily risen over the last decade and it is estimated that 32% of college students have taken an online course (Allen & Seaman, 2013), the process of preparing students for blended and online courses has varied and is inconsistent across institutions. Attrition rates for online courses have been…
Descriptors: Blended Learning, Electronic Learning, Online Courses, College Students
Kordaki, Maria; Papastergiou, Marina; Psomos, Panagiotis – Education and Information Technologies, 2016
The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors--namely Physical Education and Sport Science (PESS) undergraduate students--hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions…
Descriptors: Undergraduate Students, Student Attitudes, Computer Assisted Instruction, Educational Games
Evaluation of Games in Games and Physical Activity Course Curriculum in Terms of Common Basic Skills
Inan, Mehmet; Ozden, Bülent; Dervent, Fatih; Küçüktepe, Coskun – Journal of Education and Training Studies, 2016
The purpose of this study was to provide an overview of the games in the "I am Playing Games" (IPG) compilation booklet that was used in the Games and Physical Activity (GPA) curriculum. 257 games in IPG compilation booklet were coded whether they had elements that would enable development of common basic skills or not. Common basic…
Descriptors: Basic Skills, Games, Physical Activities, Play
Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
Mohd Syah, Nor Elleeiana; Hamzaid, Nur Azah; Murphy, Belinda Pingguan; Lim, Einly – Interactive Learning Environments, 2016
This study describes the development of a basic computer-based play pedagogy intervention using a dyscalculia-remedy-oriented approach such as repetition and number orientation manipulation, and the investigation of its effect on children displaying dyscalculia characteristics. This computer play was evaluated in a group of 50 seven-year-old…
Descriptors: Computer Assisted Instruction, Learning Disabilities, Mathematics Instruction, Young Children
Axelsson, Anton; Andersson, Richard; Gulz, Agneta – Journal of Educational Psychology, 2016
Educational software in the form of games or so called "computer assisted intervention" for young children has become increasingly common receiving a growing interest and support. Currently there are, for instance, more than 1,000 iPad apps tagged for preschool. Thus, it has become increasingly important to empirically investigate…
Descriptors: Executive Function, Play, Computer Software, Preschool Children
McNamara, Alison – International Journal of Game-Based Learning, 2016
This study aims to provide an account of phase three of the doctoral process where both students and teachers' views contribute to the design and development of a gesture-based game in Ireland at post-primary level. The research showed the school's policies influenced the supportive Information and Communication Technology (ICT) infrastructure,…
Descriptors: Nonverbal Communication, Educational Games, Technology Uses in Education, Educational Technology
Carducci, Annalaura; Casini, Beatrice; Donzelli, Gabriele; Verani, Marco; Bruni, Beatrice; Ceretti, Elisabetta; Zani, Claudia; Carraro, Elisabetta; Bonetta, Sara; Bagordo, Francesco; Grassi, Tiziana; Villarini, Milena; Bonizzoni, Silvia; Zagni, Licia; Gelatti, Umberto – Applied Environmental Education and Communication, 2016
One of the objectives of the MAPEC-Life project is raising children's awareness on air quality and its health effects. To achieve this goal, we designed didactic tools for primary school students, including leaflets with more information for teachers, a cartoon, and three educational videogames. The tools were then tested with 266 children who…
Descriptors: Hazardous Materials, Sanitation, Health Promotion, Consciousness Raising
Ruggeri, Azzurra; Lombrozo, Tania; Griffiths, Thomas L.; Xu, Fei – Developmental Psychology, 2016
Children are active learners: they learn not only from the information people offer and the evidence they happen to observe, but by actively seeking information. However, children's information search strategies are typically less efficient than those of adults. In two studies, we isolate potential sources of developmental change in how children…
Descriptors: Information Seeking, Search Strategies, Cognitive Style, Cognitive Structures
Korkmaz, Özgen – Online Submission, 2016
The purpose of the present research is to designate the effects of Scratch-based game activities on students' attitudes towards learning computer programming, self-efficacy beliefs and levels of academic achievement. The research was conducted through a pre-test-post-test control group quasi-experimental study. The study group consists of 49…
Descriptors: Student Attitudes, Programming, Educational Games, Self Efficacy
Jauregi, Kristi – Research-publishing.net, 2016
The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Technology Uses in Education
Hou, Huei-Tse – British Journal of Educational Technology, 2013
Many researchers have studied the effects of game-based learning (GBL) (eg, Annetta, Minogu, Holmes & Cheng, 2009; Kiili, 2007). However, empirical process analyses of long-term applications of GBL in a school setting are much less common. A process analysis of GBL in a school setting allows us to better understand the role of games in…
Descriptors: Prior Learning, Gender Differences, Longitudinal Studies, Case Studies

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