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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
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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
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Crompton, Helen; Keane, Julie – Journal of Interactive Online Learning, 2012
The purpose of this study is to investigate the implementation of a whole school one-to-one iPod Touch project in a middle school in the southeastern United States. While some focused studies have been undertaken in this new field of learning, there has been little research to date that documents activity within a whole school implementation…
Descriptors: Middle Schools, Formative Evaluation, Focus Groups, Handheld Devices
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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