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Cowan, Logan T.; Van Wagenen, Sarah A.; Brown, Brittany A.; Hedin, Riley J.; Seino-Stephan, Yukiko; Hall, P. Cougar; West, Joshua H. – Health Education & Behavior, 2013
Objective. To quantify the presence of health behavior theory constructs in iPhone apps targeting physical activity. Methods. This study used a content analysis of 127 apps from Apple's (App Store) "Health & Fitness" category. Coders downloaded the apps and then used an established theory-based instrument to rate each app's inclusion of…
Descriptors: Behavior Change, Behavior Theories, Multiple Regression Analysis, Health Behavior
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Spates, C. Richard; Kalata, Alyssa H.; Ozeki, Satoshi; Stanton, Cory E.; Peters, Sofia – Behavior Modification, 2013
This article presents preliminary findings from use of a novel computer program that implements an evidence-based psychological intervention to treat depression based on behavioral activation (BA) therapy. The program is titled “Building a Meaningful Life Through Behavioral Activation”. The findings derive from an open trial with moderate to…
Descriptors: Therapy, Behavior Modification, Computer Software, Depression (Psychology)
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Tan, Jean Lee; Goh, Dion Hoe-Lian; Ang, Rebecca P.; Huan, Vivien S. – Computers & Education, 2013
This paper reports a study conducted to formally evaluate a social problem-solving skills game during the start of the development to ensure that the desired game attributes were successfully embodied in the final game. Two methods, heuristic evaluation and participatory design, were adopted to assess whether the features of the game pose…
Descriptors: Educational Games, Computer Games, Problem Solving, Interpersonal Competence
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Slof, Bert; Erkens, Gijsbert; Kirschner, Paul A.; Helms-Lorenz, Michelle – Computers & Education, 2013
This study examined whether inspecting and constructing different part-task-specific visualizations differentially affects learning. To this end, a complex business-economics problem was structured into three phase-related part-tasks: (1) determining core concepts, (2) proposing multiple solutions, and (3) coming to a single solution. Each phase…
Descriptors: Group Activities, Cooperative Learning, Teamwork, Achievement Gains
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Ndlovu, Mdutshekelwa; Wessels, Dirk; de Villiers, Michael – African Journal of Research in Mathematics, Science and Technology Education, 2013
The subject of teacher competencies has been a key issue in mathematics education reform as the quality of an education system is fundamentally defined by the quality of its teachers. The study reported in this article attempted to identify and analyse displayed preservice teacher competencies and challenges encountered in early experiences with a…
Descriptors: Educational Technology, Technology Uses in Education, Preservice Teachers, Student Attitudes
Brewer, Robert Stephen – ProQuest LLC, 2013
We designed the Kukui Cup challenge to foster energy conservation and increase energy literacy. Based on a review of the literature, the challenge combined a variety of elements into an overall game experience, including: real-time energy feedback, goals, commitments, competition, and prizes. We designed a software system called Makahiki to…
Descriptors: Energy Conservation, Feedback (Response), Goal Orientation, Competition
Dunst, Carl J.; Trivette, Carol M.; Hamby, Deborah W.; Prior, Jeremy; Derryberry, Graham – Orelena Hawks Puckett Institute, 2013
Findings from two studies investigating the effects of a socially interactive robot on the vocalization production of young children with disabilities are reported. The two studies included seven children with autism, two children with Down syndrome, and two children with attention deficit disorders. The Language ENvironment Analysis (LENA)…
Descriptors: Disabilities, Robotics, Interaction, Intervention
Gibson, David; Jakl, Peter – International Association for Development of the Information Society, 2013
Among the unique affordances of digital simulations are changes in the possibilities for targets as well as the methods of assessment, most significantly, toward integration of thinking with action, embedding of tasks-as-performance of knowledge-in-action, and unobtrusive observational methods. This paper raises and briefly defines key data…
Descriptors: Computer Simulation, Databases, Computer Games, Learning Processes
Kuzic, Joze – International Association for Development of the Information Society, 2013
On-line training is becoming an interesting phenomenon in Australia and has attracted a lot of interest across many industries and businesses (Chan and Ngai, 2007). The research reported here looks at the use of online training in corporations in Australia. It focuses on two aspects of online training, the factors that "warrant" its…
Descriptors: Online Courses, Corporations, Educational Benefits, Financial Support
Chang, Chiung-sui; Huang, Ya-Ping – International Association for Development of the Information Society, 2013
To ensure the quality of digital simulation game, we utilized the usability evaluation heuristic in the design and development processes of e-café operational management game-based learning material for students. The application of usability evaluations during this study is described. Additionally, participant selection, data collection and…
Descriptors: Usability, Computer Simulation, Computer Games, Heuristics
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Ramineni, Chaitanya – Assessing Writing, 2013
In this paper, I describe the design and evaluation of automated essay scoring (AES) models for an institution's writing placement program. Information was gathered on admitted student writing performance at a science and technology research university in the northeastern United States. Under timed conditions, first-year students (N = 879) were…
Descriptors: Validity, Comparative Analysis, Internet, Student Placement
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Dickey, Michele D. – Educational Technology Research and Development, 2011
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary and secondary school) educators about their experiences using both "Active Worlds Educational…
Descriptors: Elementary School Teachers, Secondary School Teachers, Educational Technology, Barriers
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Hainey, Thomas; Connolly, Thomas M.; Stansfield, Mark; Boyle, Elizabeth A. – Computers & Education, 2011
A highly important part of software engineering education is requirements collection and analysis which is one of the initial stages of the Database Application Lifecycle and arguably the most important stage of the Software Development Lifecycle. No other conceptual work is as difficult to rectify at a later stage or as damaging to the overall…
Descriptors: Experimental Groups, Control Groups, Computer Software, Engineering
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Rubin-Vaughan, Alice; Pepler, Debra; Brown, Steven; Craig, Wendy – Computers & Education, 2011
Everyday many students face bullying situations that they are ill equipped to manage. E-learning has recently emerged as a potentially effective tool in teaching children social skills, in addition to academic subject matter. Quest for the Golden Rule is one of the first bullying prevention e-learning programs available, designed by the…
Descriptors: Electronic Learning, Bullying, Prevention, Quality Control
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Kostaras, N.; Xenos, M.; Skodras, A. N. – IEEE Transactions on Education, 2011
This paper presents the usability evaluation of a digital systems laboratory class offered to distance-learning students. It details the way in which students can participate remotely in such a laboratory, the methodology employed in the usability assessment of the laboratory infrastructure (hardware and software), and also outlines the main…
Descriptors: Foreign Countries, Educational Quality, Laboratories, Pilot Projects
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