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Osman Özdemir – Journal of Computer Assisted Learning, 2025
Background: In recent years, the widespread use of technology in classrooms has encouraged the transition from traditional lecture methods to digital-based learning environments. Technological game-based learning platforms, such as Kahoot!, which are used to encourage students' active participation and interaction in learning environments, are…
Descriptors: Game Based Learning, Video Games, Academic Achievement, Student Motivation
Gottschalk, Francesca – OECD Publishing, 2019
Children in the 21st century are avid users of technology--more so than generations past. This rise in use has led to much attention on the consequences of technology use, and how this impacts children's brains and their socio-emotional, cognitive and physical development. Much of the research in these fields, especially brain-based research, is…
Descriptors: Influence of Technology, Children, Brain, Well Being