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Irwanto Irwanto; Ucu Cahyana; Ni Putu Sri Ayuni; Rudi Suhartono Wijayako – Journal of Education and e-Learning Research, 2024
Students' attitudes towards Digital Game-Based Learning (DGBL) in developing countries such as Indonesia are rarely investigated despite the fact that digital games are being used in secondary education increasingly. This research aims to explore students' attitudes towards DGBL in chemistry. We used a quantitative study method using a…
Descriptors: Foreign Countries, High School Students, Student Attitudes, Video Games
Ohannessian, Christine M.; Vannucci, Anna – Youth & Society, 2020
The primary purpose of this study was to identify subgroups of adolescents based on their reported use of technology. Secondary aims were to examine whether technology use typologies differ by gender and to explore whether technology use typologies are linked to psychological adjustment. The sample included 1,003 10th and 11th grade students from…
Descriptors: Emotional Adjustment, Gender Differences, Grade 10, Grade 11
Ritson, Darren J. – ProQuest LLC, 2019
A traditional mode of Earth Science instruction in public day high schools for students with severe emotional behavioral disorders (EBD) is teacher-delivered lectures supported with paper-based laboratory exercises. These laboratory experiences are often presented through worksheet problems that students are asked to solve and return to the…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, High School Students
Lee, John K.; Probert, Jeffrey – Journal of Social Studies Research, 2010
This study examined an 11th grade high school class as they played the game Civilization III. Over nine class sessions students played the game in support of other activities related to several predetermined and emergent topics in U. S. history. Gameplay was whole-class oriented and involved students taking turns at the computer controlling…
Descriptors: History Instruction, United States History, High Schools, Social Studies
Abrams, Sandra S. – Educational Media International, 2009
When considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and…
Descriptors: Video Games, Teaching Methods, Case Studies, Grade 11