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Showing all 6 results Save | Export
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Jose´ Nunes da Silva Ju´nior; Jean-Yves Winum; Andrea Basso; Luca Gelati; Lisa Moni; Antonio Jose´ Melo Leite Junior; Jair Mafezoli; Da´vila Zampieri; Francisco Serra Oliveira Alexandre; Kimberly Benedetti Veja; Andre´ Jalles Monteiro – Journal of Chemical Education, 2022
This paper provides information about a multilingual (Portuguese, English, Spanish, Italian, and French) virtual card game for computers and smartphones. Facing the disruption caused by the COVID-19 pandemic, this game allows students to play remotely or face-to-face with friends in a fun and cooperative environment and review the topics related…
Descriptors: Organic Chemistry, Scientific Concepts, Educational Games, Video Games
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Carissoli, C.; Di Natale, A. F.; Caputo, M.; Triberti, S.; La Paglia, F.; La Barbera, D.; Villani, D. – Computers in the Schools, 2019
Despite research having highlighted the positive outcomes of the use of videogames to learn, their integration into school contexts remains rare. Literature recognizes the importance of user's technology acceptance to predict the intention to use and the adoption of new technology in several settings. So far, investigations have primarily focused…
Descriptors: Parent Attitudes, Video Games, Educational Environment, Game Based Learning
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Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Elisabetta M. Cigognini; Andrea Nardi – European Journal of Open, Distance and E-Learning, 2024
This study aims to explore the educational potential of Minecraft as a learning environment that supports active teaching methods, especially in remote contexts. It presents the experience of remote laboratory teaching within the MineClass project conducted from 2018 to 2021, addressing the challenges posed by the reduction of in-person and online…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, COVID-19
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Allsop, Yasemin; Jessel, John – International Journal of Game-Based Learning, 2015
This study aims to provide a comparative account of teachers' experience and views of their role when using digital games in primary classrooms in England and Italy. Interviews and a survey administered online and in hardcopy were used to find out teachers' perceptions of game-based learning and how these impact upon their role as a teacher. This…
Descriptors: Foreign Countries, Comparative Analysis, Teacher Role, Cross Cultural Studies
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