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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
Abdüsselam, Mustafa Serkan; Yildiz, Cemalettin; Göl, Resül – Online Submission, 2016
The aim of this qualitative study is to determine middle and secondary school students' approaches related to computers and internet. To achieve this aim a form consisted of 8 open-ended questions was used. The implementation was carried out to 322 middle school and 161 secondary school students in Trabzon and Giresun cities on 2015-2016 school…
Descriptors: Middle School Students, High School Students, Student Attitudes, Knowledge Level
Quigley, Donna – Online Submission, 2011
Thai school age students as young as eight years old are increasingly being immersed in the Internet world, and as a result, they are accelerating their learning and communication skills in English even without noticing. For educators, the ICT (information communication technology) revolution that has occurred in the last few decades needs to be…
Descriptors: Foreign Countries, Electronic Learning, Information Technology, Educational Technology
Saez, Leilani; Park, Bitnara; Nese, Joseph F. T.; Jamgochian, Elisa; Lai, Cheng-Fei; Anderson, Daniel; Kamata, Akihito; Alonzo, Julie; Tindal, Gerald – Behavioral Research and Teaching, 2010
In this series of studies, we investigated the technical adequacy of three curriculum-based measures used as benchmarks and for monitoring progress in three critical reading- related skills: fluency, reading comprehension, and vocabulary. In particular, we examined the following easyCBM measurement across grades 3-7 at fall, winter, and spring…
Descriptors: Elementary School Students, Middle School Students, Vocabulary, Reading Comprehension
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Games, Ivan Alex – Learning, Media and Technology, 2010
This article presents the results of a three-year study of "Gamestar Mechanic" (www.gamestarmechanic.com), a flash-based multiplayer online role-playing game developed for the MacArthur Foundation's digital media learning initiative by the University of Wisconsin-Madison, and Gamelab in New York. The game's objective is to help children…
Descriptors: Design, Role Playing, Discourse Analysis, Thinking Skills
Moss, Barbara, Ed.; Lapp, Diane, Ed. – Guilford Publications, 2009
Upper-elementary students encounter a sometimes dizzying array of traditional and nontraditional texts both in and outside of the classroom. This practical handbook helps teachers in grades 4-6 harness the instructional potential of fiction, poetry, and plays; informational texts; graphic novels; digital storytelling; Web-based and multimodal…
Descriptors: Reading Comprehension, Protocol Analysis, High Stakes Tests, Cartoons
Chen, Hsin-Yuan – Online Submission, 2009
According to government reports, new Internet technologies present readers with new reading opportunities and challenges (National Institute of Child Health and Human Development, 2000; RAND Reading Study Group [RRSG], 2002). However, we are just beginning to understand the specific complexities that Internet text imposes on the reading…
Descriptors: Middle School Students, Reading Comprehension, Cues, Protocol Analysis