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Müezzin, Emre – Turkish Online Journal of Educational Technology - TOJET, 2015
The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…
Descriptors: Foreign Countries, High School Students, Video Games, Addictive Behavior
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Bencze, Larry; Carter, Lyn; Groleau, Audrey; Krstovic, Mirjan; Levinson, Ralph; Martin, Jenny; Martins, Isabel; Pouliot, Chantal; Weinstein, Matthew – Contributions from Science Education Research, 2019
There are many potential harms to individuals, societies and environments associated with powerful "networks" of living, nonliving and symbolic entities (actants), such as financiers, banks, think tanks, transnational trade organizations and agreements, competitiveness, scientists, engineers, universities, governments, military,…
Descriptors: Foreign Countries, Science and Society, Neoliberalism, Inquiry
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Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing
Liestol, Gunnar – 2002
This paper reports on a project where three-dimensional (3D) online gaming environments were exploited for the purpose of academic communication and learning. 3D gaming environments are media and meaning rich and can provide inexpensive solutions for educational purposes. The experiment with teaching and discussions in this setting, however,…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Interfaces, Computer Mediated Communication
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Roger Seiler; Daniel Fankhauser; Thomas Keller – International Association for Development of the Information Society, 2022
Food waste is an important issue in the global warming debate. In this study, a virtual reality (VR) application was built from the insights and requirements of a focus group. The VR prototype was then validated using A/B-testing in an online experiment due to COVID-19 restrictions. VR is considered suitable for transferring information and…
Descriptors: Food, Wastes, Computer Simulation, Knowledge Level
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Carvalho, Paulo F.; Gao, Min; Motz, Benjamin A.; Koedinger, Kenneth R. – International Educational Data Mining Society, 2018
Students who actively engage with learning materials, for example by completing more practice activities, show better learning outcomes. A straightforward step to stimulate this desirable behavior is to require students to complete activities and downplay the role of reading materials. However, this approach might have undesirable consequences,…
Descriptors: Online Courses, Learning Activities, Reading Materials, Drills (Practice)
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Shah, Zohal; Chen, Chen; Sonnert, Gerhard; Sadler, Philip M. – AERA Online Paper Repository, 2023
Computer gameplay and social media are the two most common forms of entertainment in the digital age. Many scholars share the assumption that leisure-time digital consumption is associated with CS affinity, but there is a dearth of research evidence for this relationship. Female students generally spend less time on gaming and more time on social…
Descriptors: Computer Science, Vocational Interests, Computer Use, Gender Differences
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Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
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Fancsali, Stephen E.; Yudelson, Michael V.; Berman, Susan R.; Ritter, Steven – International Educational Data Mining Society, 2018
Learners in various contemporary settings (e.g., K-12 classrooms, online courses, professional/vocational training) find themselves in situations in which they have access to multiple technology-based learning platforms and often one or more non-technological resources (e.g., human instructors or on-demand human tutors). Instructors, similarly,…
Descriptors: Intelligent Tutoring Systems, Tutors, Higher Education, Online Courses
Machajewski, Szymon – Online Submission, 2017
Schools are to prepare students for success. However, they often villainize failure. Instead, schools should teach students how to fail fast and safely in order to learn and to allow innovation through vulnerability. The lessons that the gaming culture has for learning will define future strategies of teaching and learning. Games are sometimes…
Descriptors: Educational Games, Academic Failure, Empathy, Educational Innovation
Tuapawa, Kimberley N. – International Association for Development of the Information Society, 2013
This is a review of the literature surrounding five popular media-rich educational online technologies (EOTs) currently being used by educationalists to support blended learning within tertiary environments. This review considers the following EOTs: 1) connective media, 2) interactive gaming, 3) virtual worlds, 4) web conferencing and 5) learning…
Descriptors: Educational Technology, Higher Education, Literature Reviews, Online Courses
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Oltman, Julie; Hammond, Thomas C. – AERA Online Paper Repository, 2017
This mixed-methods study explored the use of an augmented reality, location-based, iPad game to enhance the learning experience of young elementary history students. Utilizing the ARIS platform and a design-based research approach, researchers and teachers built a customized game experience that was inserted into a school's traditional second…
Descriptors: Game Based Learning, History Instruction, Computer Simulation, Elementary School Students
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Cakir, Murat Perit; Cakir, Nur; Ayaz, Hasan; Lee, Frank J. – AERA Online Paper Repository, 2016
In this study we examined the effectiveness of a mobile game called MathDash for improving computational fluency as compared to a conventional drill and practice approach with computerized multiple-choice test items. An optical brain imaging method called functional near-infrared spectroscopy (fNIR) was utilized to assess changes in neural…
Descriptors: Computer Games, Multiple Choice Tests, Mathematics Tests, Brain Hemisphere Functions
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Cochrane, Robert – Research-publishing.net, 2015
English education in Japan faces numerous challenges, including an English as a Foreign Language (EFL) context, mandatory English classes, and an exam-oriented education system. Computer technology and the almost universal possession of smartphones can ease the burden of learning, but only if these tools are used effectively. Japanese university…
Descriptors: Beliefs, Handheld Devices, Technology Uses in Education, Learning Activities
Machanic, Mindy – 1998
The Internet (Net) and World Wide Web (WWW) have developed a variety of cultures and communities. Although most early users of the Net (mostly males) were well-intentioned and well-mannered, their social conventions (some blatantly sexist, others in the nature of macho posturing) have continued in many online chat rooms and virtual gaming…
Descriptors: Adult Education, Computer Mediated Communication, Distance Education, Educational Environment
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