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Showing 1 to 15 of 17 results Save | Export
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Mohammed Estaiteyeh; Isha DeCoito – Interactive Learning Environments, 2024
Differentiated instruction (DI) is a teaching approach that aims to achieve learning for diverse students. This study reports on promoting STEM teacher candidates' (TCs') implementation of technology-enhanced DI in teacher education courses. The research questions are: (1) How do TCs develop digital video games (DVGs) to be inclusive of DI?, and…
Descriptors: STEM Education, Preservice Teachers, Individualized Instruction, Student Needs
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Sperano, Isabelle; Shaw, Ross; Andruchow, Robert; Cobzas, Dana; Efird, Cory; Brookwell, Brian; Deng, William – Scholarship and Practice of Undergraduate Research, 2020
In a three-year, practice-based, creative research project, the team designed a video game for undergraduate biology students that aimed to find the right balance between educational content and entertainment. The project involved 7 faculty members and 14 undergraduate students from biological science, design, computer science, and music. This…
Descriptors: Video Games, Biology, Undergraduate Students, Science Instruction
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Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
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Seli, Paul; Carriere, Jonathan S. A.; Thomson, David R.; Cheyne, James Allan; Martens, Kaylena A. Ehgoetz; Smilek, Daniel – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
In the present work, we investigate the hypothesis that failures of task-related executive control that occur during episodes of mind wandering are associated with an increase in extraneous movements (fidgeting). In 2 studies, we assessed mind wandering using thought probes while participants performed the metronome response task (MRT), which…
Descriptors: Foreign Countries, Executive Function, Attention Control, Undergraduate Students
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Cardoso, Walcir; Grimshaw, Jennica; Waddington, David – Research-publishing.net, 2015
Digital gaming in education is an area that has been rapidly expanding in popularity and is gradually being applied to second language (L2) contexts (Godwin-Jones, 2014). Mobile gaming in particular offers the benefits of digital gaming while also offering the portability and accessibility of mobile devices (Ogata & Yana, 2003; Stockwell,…
Descriptors: Educational Games, Video Games, Telecommunications, Handheld Devices
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Han, Xue; Becker, Suzanna – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2014
We investigated how humans encode large-scale spatial environments using a virtual taxi game. We hypothesized that if 2 connected neighborhoods are explored jointly, people will form a single integrated spatial representation of the town. However, if the neighborhoods are first learned separately and later observed to be connected, people will…
Descriptors: Cognitive Processes, Spatial Ability, Simulated Environment, Video Games
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
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Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
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Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities
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Kay, Robin H.; Lauricella, Sharon – Journal of Educational Computing Research, 2011
Over the past 18 years, a number of large scale reviews of the literature have documented that gender differences in computer attitudes, ability, and use tend to favor males. Since the use of laptops in higher education classrooms is increasing, it is important to examine whether this use is disproportionally advantageous to males and…
Descriptors: College Students, Gender Differences, Teaching Methods, Computer Uses in Education
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Hunter-Johnson, Yvonne, Ed.; Cherrstrom, Catherine, Ed.; McGinty, Jacqueline, Ed.; Rhodes, Christy, Ed. – American Association for Adult and Continuing Education, 2021
The American Association for Adult and Continuing Education (AAACE) was founded in 1982 as the result of a merger between the National Association for Public and Continuing Adult Education (NAPCAE) and the Adult Education Association (AEA). This prestigious association is dedicated to the belief that lifelong learning contributes to human…
Descriptors: Conferences (Gatherings), Adult Education, Continuing Education, Lifelong Learning
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Hogue, Andrew; Kapralos, Bill; Desjardins, Francois – Interactive Technology and Smart Education, 2011
Purpose: Problem/project-based-learning (PBL) approaches have traditionally been shown to be effective for learning within many professional programs that are directly related to the students' future career. The PBL approach has been adopted for over four decades in such fields as medicine and engineering and studies have demonstrated that…
Descriptors: Foreign Countries, Computer Science Education, Information Technology, Laptop Computers
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Spence, Ian; Yu, Jingjie Jessica; Feng, Jing; Marshman, Jeff – Journal of Experimental Psychology: Learning, Memory, and Cognition, 2009
Meta-analytic studies have concluded that although training improves spatial cognition in both sexes, the male advantage generally persists. However, because some studies run counter to this pattern, a closer examination of the anomaly is warranted. The authors investigated the acquisition of a basic skill (spatial selective attention) using a…
Descriptors: Video Games, Females, Attention, Spatial Ability
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
Canadian Council on Learning, 2009
In 2001, the Canadian Education Association concluded that "technology has become an accepted fact of life and education." Nearly a decade later, digital technologies continue to evolve rapidly and video games are no exception. While the popularity of video games among children is undeniable, the debate about the risks and benefits of…
Descriptors: Video Games, Educational Games, Educational Philosophy, Influence of Technology
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