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Showing 1 to 15 of 34 results Save | Export
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Othman, Mohd Kamal; Jazlan, Syazni; Yamin, Fatin Afiqah; Aman, Shaziti; Mohamad, Fitri Suraya; Anuar, Nurfarahani Norman; Saleh, Abdulrazak Yahya; Abdul Manaf, Ahmad Azaini – Journal of Educational Computing Research, 2023
This study investigates how digital game co-creation promotes Computational Thinking (CT) skills among children in sub-urban primary schools. Understanding how CT skills can be fostered in learning programming concepts through co-creating digital games is crucial to determine instructional strategies that match the young students' interests and…
Descriptors: Computation, Thinking Skills, Video Games, Foreign Countries
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Pan, Yanjun; Ke, Fengfeng; Dai, Chih-Pu – Journal of Educational Computing Research, 2023
Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem…
Descriptors: Multimedia Instruction, Game Based Learning, Video Games, Mathematics Activities
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Martinez, Léa; Gimenes, Manuel; Lambert, Eric – Journal of Educational Computing Research, 2022
Entertainment video games are very popular among young audiences. Nevertheless, despite their potential to improve cognitive functioning, they are still studied rarely as a tool for digital game-based learning. To better understand video gaming practices' value in the classroom, this article provides a systematic review of literature on the effect…
Descriptors: Video Games, Game Based Learning, Literature Reviews, Second Language Learning
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Zugarramurdi, Camila; Fernández, Lucía; Lallier, Marie; Carreiras, Manuel; Valle-Lisboa, Juan C. – Journal of Educational Computing Research, 2022
Massive and timely screening of the student population for early signs of reading difficulties is needed to implement timely effective remediation of these difficulties. However, traditional approaches are costly and hard to apply. Here, we present Lexiland, a tablet-based reading assessment tool for kindergarten and primary school children…
Descriptors: Handheld Devices, Screening Tests, Reading Difficulties, Elementary School Students
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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
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Ma, Jingsi; Zhang, Yi; Zhu, Zhifang; Zhao, Sunan; Wang, Qiyun – Journal of Educational Computing Research, 2023
Computational thinking (CT) education has drawn increasing attention from educators and researchers. This study conducted a meta-analysis of 27 empirical studies to examine the effectiveness of game-based learning (GBL) for fostering students' CT. The effects of various factors on the learning process for acquiring CT were also examined. The…
Descriptors: Game Based Learning, Computation, Thinking Skills, Instructional Effectiveness
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Özhan, Seyma Çaglar; Kocadere, Selay Arkün – Journal of Educational Computing Research, 2020
This study aimed to examine the factors that explain academic success in a gamified online learning environment considering flow, emotional engagement, and motivation. The gamified online learning environment was used by 40 undergraduate students, and the data gathered from them. A hypothetical path model showing the interaction of variables with…
Descriptors: Undergraduate Students, Educational Games, Video Games, Psychological Patterns
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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de Aldama, Carlos; Pozo, Juan-Ignacio – Journal of Educational Computing Research, 2020
For some years now, the scientific community has been studying how videogames foster acquisition of mental representations of the world around us. Research to date suggests that the efficiency of videogames as learning tools largely depends on the instructional design in which they are included. This article provides empirical evidence related to…
Descriptors: Physics, Science Instruction, Video Games, Educational Technology
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Hamlen, Karla R. – Journal of Educational Computing Research, 2018
Video game play is a pervasive recreational activity, particularly among college students. While there is a large research base focused on educational video game play and uses of games in the classroom, there is much less research focused on cognitive strategies and entertainment video game play. The purpose of this study was to investigate…
Descriptors: Problem Solving, Video Games, Educational Games, Undergraduate Students
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. – Journal of Educational Computing Research, 2021
Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
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Mourgela, Vasiliki; Pacurar, Ecaterina – Journal of Educational Computing Research, 2018
This work, situated in the Greek sociocultural context, attempts to analyze the time spent by primary school students on digital and traditional extracurricular activities and the impact of these activities on the educational outcome. The first objective was to determine, by means of a quantitative survey, if the children as "digital…
Descriptors: Foreign Countries, Elementary School Students, Extracurricular Activities, Technological Literacy
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Beserra, Vagner; Nussbaum, Miguel; Oteo, Macarena – Journal of Educational Computing Research, 2019
When performing a task in the classroom, it is essential to place the focus on learning. In the classroom, it is possible to distinguish between time spent by students on-task and off-task. The former is the time in which the student is focused on the learning task; the latter is the remaining time in which they focus on other activities.…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 2
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