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Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
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McPake, Joanna; Plowman, Lydia; Stephen, Christine – British Journal of Educational Technology, 2013
There is a limited literature on pre-school children's experiences with "digital technologies" at home and little discussion of the ways in which children harness these technologies for their own purposes. This paper discusses findings drawn from three studies that investigated the role of "domestic technologies" and…
Descriptors: Foreign Countries, Preschool Children, Computer Games, Educational Technology
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Ke, Fengfeng; Abras, Tatiana – British Journal of Educational Technology, 2013
In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…
Descriptors: Algebra, Middle School Students, Learning Disabilities, Computer Games
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Farley, Peter C. – Biochemistry and Molecular Biology Education, 2013
This article describes a novel approach to teaching novice Biochemistry students visual literacy skills and understanding of some aspects of protein structure using the internet resource FoldIt and a worksheet based on selected Introductory Puzzles from this computer game. In responding to a questionnaire, students indicated that they (94%)…
Descriptors: Learner Engagement, Nonmajors, Biochemistry, Motivation Techniques
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Eastwood, Jennifer L.; Sadler, Troy D. – Computers & Education, 2013
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting…
Descriptors: Case Studies, Observation, Interviews, Technology Integration
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Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
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Sundqvist, Pia – Research-publishing.net, 2013
The main aim of the present paper is to introduce a model for digital game categorization suitable for use in English language learning studies: the Scale of Social Interaction (SSI) Model (original idea published as Sundqvist, 2013). The SSI Model proposes a classification of commercial off-the-shelf (COTS) digital games into three categories:…
Descriptors: Classification, English (Second Language), Second Language Learning, Computer Games
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Alfieri, Louis; Higashi, Ross; Shoop, Robin; Schunn, Christian D. – International Journal of STEM Education, 2015
Background: Robot-math is a term used to describe mathematics instruction centered on engineering, particularly robotics. This type of instruction seeks first to make the mathematics skills useful for robotics-centered challenges, and then to help students extend (transfer) those skills. A robot-math intervention was designed to target the…
Descriptors: Case Studies, Robotics, Mathematics Instruction, Engineering
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Revithiadou, Anthi; Kourtis-Kazoullis, Vasilia; Soukalopoulou, Maria; Konstantoudakis, Konstantinos; Zarras, Christos – The EUROCALL Review, 2015
In this article we present an interactive extensible software, "The 7 Keys of the Dragon," for the teaching/learning of Albanian and Russian to students that attend primary and secondary education in Greece with the respective languages as their heritage languages. We address the key challenges we encountered during the conceptualization…
Descriptors: Computer Assisted Instruction, Heritage Education, Second Language Learning, Student Motivation
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Cope, Bill; Kalantzis, Mary – Open Review of Educational Research, 2015
This article sets out to explore a shift in the sources of evidence-of-learning in the era of networked computing. One of the key features of recent developments has been popularly characterized as "big data". We begin by examining, in general terms, the frame of reference of contemporary debates on machine intelligence and the role of…
Descriptors: Data Analysis, Evidence, Computer Uses in Education, Artificial Intelligence
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Foster, Aroutis; Shah, Mamta – Journal of Educational Computing Research, 2015
There is a need for game-based learning frameworks that provide a lens for understanding learning experiences afforded in digital games. These frameworks should aim to facilitate game analyses, identification of learning opportunities, and support for learner experiences. This article uses the inquiry, communication, construction, and expression…
Descriptors: Educational Games, Computer Games, Computer Uses in Education, Learning Experience
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods
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Caton, Hope; Greenhill, Darrel – International Journal of Game-Based Learning, 2014
This paper describes how a gamified rewards and penalties framework was used to increase attendance and engagement in a level six undergraduate computing module teaching game production. The framework was applied to the same module over two consecutive years: a control year and a trial year. In both years the tutor, assignments and assessment…
Descriptors: Undergraduate Students, Computer Science Education, Learning Modules, Attendance
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Chisholm, June F. – Journal of Information Systems Education, 2014
Cyberbullying may be one of the "diseases" of the 21st Century. Despite efforts to curtail its incidence and prevalence over the past 20 years, its direct and indirect harmful effects have made it a public concern about the wellbeing of children, adolescents, and adults. Empirical studies as well as psychological theories have addressed…
Descriptors: Bullying, Computer Mediated Communication, Prevention, Literature Reviews
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Sundqvist, Pia; Sylvén, Liss Kerstin – ReCALL, 2014
This paper presents findings from a study investigating young English language learners (YELLs) in Sweden in 4th grade (N = 76, aged 10-11). Data were collected with the help of a questionnaire and a one-week language diary. The main purpose was to examine the learners' L2 English language-related activities outside of school in general, and their…
Descriptors: English (Second Language), Second Language Learning, Foreign Countries, Grade 4
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