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Meluso, Angela; Zheng, Meixun; Spires, Hiller A.; Lester, James – Computers & Education, 2012
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular…
Descriptors: Self Efficacy, Grade 5, Educational Games, STEM Education
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Barak, Miri; Ashkar, Tamar; Dori, Yehudit J. – Computers & Education, 2011
Some researchers claim that animations may hinder students' meaningful learning or evoke misunderstandings. In order to examine these assertions, our study investigated the effect of animated movies on students' learning outcomes and motivation to learn. Applying the quantitative methodology, two pre- and post-questionnaires were administered:…
Descriptors: Report Cards, Self Efficacy, Learning Motivation, Scientific Concepts
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Papastergiou, Marina – Computers & Education, 2010
Information and Communication Technologies (ICT) have become an integral component of Physical Education (PE) and Sport Science (SS) curricula and professions. It is thus imperative that PE and SS students develop ICT skills, self-efficacy in ICT and positive attitudes towards ICT. This study was aimed at designing a computer literacy course…
Descriptors: Undergraduate Students, Physical Education, Student Attitudes, Self Efficacy
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Vekiri, Ioanna – Computers & Education, 2010
This exploratory study took place in the context of middle school information science in Greece, to examine possible relations between boys' and girls': value and efficacy beliefs about computers and information science; perceived parental support; perceived teacher expectations; and perceptions of the nature of information science instruction.…
Descriptors: Females, Self Efficacy, Information Science, Foreign Countries
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Sung, Han-Yu; Hwang, Gwo-Jen – Computers & Education, 2013
In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…
Descriptors: Cooperative Learning, Games, Science Instruction, Instructional Effectiveness
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Merchant, Zahira; Goetz, Ernest T.; Keeney-Kennicutt, Wendy; Kwok, Oi-man; Cifuentes, Lauren; Davis, Trina J. – Computers & Education, 2012
We examined a model of the impact of a 3D desktop virtual reality environment on the learner characteristics (i.e. perceptual and psychological variables) that can enhance chemistry-related learning achievements in an introductory college chemistry class. The relationships between the 3D virtual reality features and the chemistry learning test as…
Descriptors: Instructional Design, Structural Equation Models, Self Efficacy, Computer Simulation
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Pamuk, Savas; Peker, Deniz – Computers & Education, 2009
The purpose of this study was to investigate Turkish pre-service science and mathematics teachers' computer self-efficacies (CSEs) and computer attitude (CA) considering gender, year in program, and computer ownership as independent variables. Additionally the study aimed to examine the relationship between CSE and CA. Computer Self-efficacy Scale…
Descriptors: Self Efficacy, Ownership, Computer Attitudes, Measures (Individuals)
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De Smet, Marijke; Van Keer, Hilde; De Wever, Bram; Valcke, Martin – Computers & Education, 2010
This study was conducted in an authentic university setting with fourth-year Educational Sciences' students operating as online peer tutors to facilitate freshman tutees' online collaboration and knowledge construction in a blended "Instructional Sciences" course. Taking into account prior research uncovering weaknesses in online peer tutor…
Descriptors: Peer Evaluation, Self Efficacy, Discussion Groups, Tutor Training
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
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Ketelhut, Diane Jass; Schifter, Catherine C. – Computers & Education, 2011
Interest in game-based learning for K-12 is growing. Thus, helping teachers understand how to use these new pedagogies is important. This paper presents a cross-case study of the development of teacher professional development for the River City project, a games-based multi-user virtual environment science curriculum project for middle school…
Descriptors: Teacher Effectiveness, School Culture, Elementary Secondary Education, Educational Technology
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Law, Kris M. Y.; Lee, Victor C. S.; Yu, Y. T. – Computers & Education, 2010
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a…
Descriptors: Electronic Learning, Undergraduate Students, Self Efficacy, Learning Motivation
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Hwang, Gwo-Jen; Kuo, Fan-Ray; Yin, Peng-Yeng; Chuang, Kuo-Hsien – Computers & Education, 2010
In a context-aware ubiquitous learning environment, learning systems can detect students' learning behaviors in the real-world with the help of context-aware (sensor) technology; that is, students can be guided to observe or operate real-world objects with personalized support from the digital world. In this study, an optimization problem that…
Descriptors: Heuristics, Ecology, Natural Sciences, Mathematics
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Papastergiou, M. – Computers & Education, 2008
This study investigated Greek high school students' intentions and motivation towards and against pursuing academic studies in Computer Science (CS), the influence of the family and the scholastic environment on students' career choices, students' perceptions of CS and the Information Technology (IT) profession as well as students' attendance at…
Descriptors: Student Attitudes, Females, Self Efficacy, Student Motivation
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Terzis, Vasileios; Economides, Anastasios A. – Computers & Education, 2011
The effective development of a computer based assessment (CBA) depends on students' acceptance. The purpose of this study is to build a model that demonstrates the constructs that affect students' behavioral intention to use a CBA. The proposed model, Computer Based Assessment Acceptance Model (CBAAM) is based on previous models of technology…
Descriptors: Self Efficacy, Computer Assisted Testing, Computer Uses in Education, Intention
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Kay, Robin H.; Knaack, Liesel – Computers & Education, 2008
The purpose of this study was to examine individual differences in the effectiveness of learning objects in secondary school classrooms. Specifically, gender, age, grade, subject area, and computer comfort (self-efficacy) were examined in 850 students. Effectiveness was measured in terms of student attitude (learning, quality, and engagement) and…
Descriptors: Student Attitudes, Self Efficacy, Correlation, Grade 9
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