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Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan C.; Sampa, Francis; Yalukanda, Christopher; Westerholm, Jari; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki – Educational Technology Research and Development, 2014
This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various…
Descriptors: Foreign Countries, Grade 1, Elementary School Students, Control Groups
Boschman, Ferry; McKenney, Susan; Voogt, Joke – Educational Technology Research and Development, 2014
The goal of this study was to reach a better understanding of the intuitive decisions teachers make when designing a technology-rich learning environment. A multiple case-study design was employed to examine what kinds of factors (external priorities, existing orientations or practical concerns) influence design interactions of teams of…
Descriptors: Decision Making, Brainstorming, Case Studies, Intuition
Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting – Educational Technology Research and Development, 2014
Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…
Descriptors: Mathematics Anxiety, Elementary School Mathematics, Elementary School Students, Primary Education
Ryokai, Kimiko; Farzin, Faraz; Kaltman, Eric; Niemeyer, Greg – Educational Technology Research and Development, 2013
Visual tracking of multiple objects in a complex scene is a critical survival skill. When we attempt to safely cross a busy street, follow a ball's position during a sporting event, or monitor children in a busy playground, we rely on our brain's capacity to selectively attend to and track the position of specific objects in a dynamic scene. This…
Descriptors: Handheld Devices, Computer Games, Educational Games, Perception Tests
Cviko, Amina; McKenney, Susan; Voogt, Joke – Educational Technology Research and Development, 2012
PictoPal is the name of a technology-rich curriculum with a focus on emergent literacy of Dutch kindergarteners. A case study design was used to examine teacher technology integration within PictoPal along with their perceptions about teaching/learning, technology and technology-based innovations. Observations were undertaken on pupils' engagement…
Descriptors: Foreign Countries, Developmentally Appropriate Practices, Educational Technology, Kindergarten

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