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Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
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Endress, Tobias; Pussep, Anton; Schief, Markus – Journal of International Education in Business, 2023
Purpose: This study aims to investigate an integrated approach that stimulates engagement and interaction in the online learning environment. A simulation game was developed to support the specific learning objectives (LOs) of the lecture and give students the opportunity to apply relevant practical skills (management and group decision-making).…
Descriptors: Video Games, Educational Games, Learner Engagement, Business Administration Education
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Kumar, G. Praveen; Vasimalairaja, M. – International Journal of Information and Communication Technology Education, 2022
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district…
Descriptors: Foreign Countries, Video Games, Mathematics Instruction, Mathematics Achievement
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Mangiron, Carme – Interpreter and Translator Trainer, 2021
Video games have become one of the most popular forms of entertainment in the modern digital society. The global success of the game industry has fostered the development of the game localisation industry, as developers and publishers strive to sell their games in different languages and territories to maximise their return on investment. This, in…
Descriptors: Translation, Teaching Methods, Curriculum Design, Video Games
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Colomo Magaña, Ernesto; Cívico Ariza, Andrea; Ruiz Palmero, Julio; Sánchez Rivas, Enrique – Contemporary Educational Technology, 2021
The excessive use of ICTs is a growing problem among young people. The social isolation caused by COVID-19 can increase these inappropriate behaviour. This study aims at analysing the problematic use of ICTs in trainee teachers based on the gender variable before and after the COVID-19 lockdown based on the gender variable. A longitudinal panel…
Descriptors: COVID-19, Pandemics, Social Isolation, Preservice Teachers
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Berry, David – TESL-EJ, 2021
This study considers the impact of playing a video game on EFL students. Specifically, this study looks at how video gameplay impacts students' listening comprehension skills and how it encourages students to develop flow experiences in the classroom. Data about this impact was collected through a quasi-experimental mixed methods research design.…
Descriptors: Video Games, Computer Games, Educational Games, Game Based Learning
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Attou, Amal Ben, Ed.; Ciddi, M. Lutfi, Ed.; Unal, Mevlut, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Studies in Education and Social Sciences" includes full papers presented at the International Conference on Studies in Education and Social Sciences (ICSES) which took place on November 10-13, 2022, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to…
Descriptors: Educational Technology, Secondary Education, Foreign Countries, Higher Education
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Alias, Norlidah; Rahman, Mohd. Nazri Abdul; Siraj, Saedah; Ibrahim, Ruslina – Malaysian Online Journal of Educational Technology, 2013
Homeschooling in Malaysia is a form of alternative education that emphasizes quality education based on moral values and belief in strengthening family ties. The purpose of this study is to produce a model of homeschooling technology-based learning activities in Malaysia as a guideline to improve the quality of education, curriculum and organize…
Descriptors: Foreign Countries, Home Schooling, Technology Uses in Education, Social Networks
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A. – New Media Consortium, 2015
The "2015 NMC Technology Outlook for Higher Education in Ireland: A Horizon Project Regional Report" is a collaborative research effort between the New Media Consortium (NMC), National Institute for Digital Learning (NIDL) at Dublin City University, and the Irish Learning Technology Association (ILTA) to inform Irish higher education…
Descriptors: Foreign Countries, Higher Education, Educational Technology, Technology Uses in Education
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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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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2017
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. "E-Learn 2017: World Conference on E-Learning" took place in…
Descriptors: Electronic Learning, Conferences (Gatherings), Conference Papers, Foreign Countries
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
Descriptors: Blended Learning, Educational Technology, Online Courses, Virtual Classrooms
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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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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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Ho, Curtis, Ed.; Lin, Grace, Ed. – Association for the Advancement of Computing in Education, 2015
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. "E-Learn 2015: World Conference on E-Learning" took place in Kona,…
Descriptors: Electronic Learning, Educational Technology, Computer Science, Concept Formation
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