Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 5 |
Descriptor
College Students | 5 |
Foreign Countries | 5 |
Video Games | 5 |
Teaching Methods | 3 |
Gender Differences | 2 |
Notetaking | 2 |
Spatial Ability | 2 |
Technology Uses in Education | 2 |
Telecommunications | 2 |
Access to Computers | 1 |
Asians | 1 |
More ▼ |
Source
Journal of Experimental… | 2 |
Journal of Educational… | 1 |
Journal of Postsecondary… | 1 |
Research-publishing.net | 1 |
Author
Asuncion, Jennison | 1 |
Becker, Suzanna | 1 |
Cardoso, Walcir | 1 |
Feng, Jing | 1 |
Fichten, Catherine S. | 1 |
Grimshaw, Jennica | 1 |
Han, Xue | 1 |
Kay, Robin H. | 1 |
Lauricella, Sharon | 1 |
Marshman, Jeff | 1 |
Scapin, Rafael | 1 |
More ▼ |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Information Analyses | 1 |
Reports - Evaluative | 1 |
Speeches/Meeting Papers | 1 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 3 |
Audience
Location
Canada | 5 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
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
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
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
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