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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C. – International Journal of Distance Education Technologies, 2012
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…
Descriptors: Academic Achievement, Learning Motivation, Student Attitudes, High School Students
Xu, Wei; Zhao, Ke; Li, Yatao; Yi, Zhenzhen – International Journal of Distance Education Technologies, 2012
Determining how to provide good tutoring functions is an important research direction of intelligent tutoring systems. In this study, the authors develop an intelligent tutoring system with good tutoring functions, called "FUDAOWANG." The research domain that FUDAOWANG treats is junior middle school mathematics, which belongs to the objective…
Descriptors: Tutoring, Intelligent Tutoring Systems, Computer Software, Problem Solving

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