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Suritno Fayanto; Saida Ulfa; Henry Praherdhiono; Nanda Deviana Shinta; Amiruddin Takda; La Sahara; Nasrun Balulu – Journal of Learning for Development, 2023
The Indonesian Ministry of Education pays a lot of attention to education in remote areas. The lack of equal education and the level of access to education are two of the main reasons. In remote areas of Indonesia, there are still very few educational facilities, either in the form of infrastructure or other facilities, one of which is learning…
Descriptors: Foreign Countries, Rural Areas, Access to Education, Educational Technology
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
Shujin Zhou; Wei Ding; Bowen Xiao; Yan Li – Early Child Development and Care, 2024
Screen time is now pervasive in the lives of preschool children, posing potential risks for sleep disturbances and behavioural problems. Therefore, the present study used a questionnaire to survey mothers (M[subscript age] = 35.56 years, SD = 3.62 years) of a total of 571 preschool children (M[subscript age] = 4.70 years, SD = 0.88 years; 44.70%…
Descriptors: Mothers, Preschool Children, Mother Attitudes, Kindergarten
Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
Kayumova, Leysan R.; Gainullina, Liliya N.; Akhmadieva, Roza Sh.; Matvienko, Valentin V.; Kabakhidze, Ekaterina L. – EURASIA Journal of Mathematics, Science and Technology Education, 2021
The speed with which interactive platforms are being modernized is increasing every year. The number of their users and consequently, the demand in such platforms are also rising. Quarantine restrictions and regulations related to COVID-19 revealed the problems of organizing both communication and leisure activities online. Since the advent of…
Descriptors: COVID-19, Pandemics, Leisure Time, Recreational Activities
Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games
Wu, Mei-Hung – Computer Assisted Language Learning, 2021
The rise of augmented reality hits the world of Information, Communication and Technology which brings about the booming phenomenon of mobile games. One of hot mobile game with the successful application of augmented reality is "Pokémon Go," issued in August 2016. The uses of augmented reality not only give the gamers a new kind…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Computer Games
Berry, David Malcolm – MEXTESOL Journal, 2021
This paper investigates the effectiveness of students playing the "Spaceteam ESL" video game to enhance their pronunciation of English words and sentences. To achieve this goal, the researcher conducted a quasi-experimental pretest-posttest research design. The formation of the experimental group and control group employed the practice…
Descriptors: Pronunciation Instruction, Teaching Methods, Comparative Analysis, Instructional Effectiveness
Understanding High School Students' Perception of Nature and Time Spent Outdoors across Demographics
Bonnell, Kory J.; Hargiss, Christina L. M.; Norland, Jack E. – Applied Environmental Education and Communication, 2019
The purpose of this study was to assess high school students' perceptions of nature and the amount of time they spend outdoors. More than 200 tenth graders from different demographic locations in Minnesota, USA were surveyed to understand their perceptions of nature, their attitude towards it, as well as to gauge what activities students were…
Descriptors: High School Students, Student Attitudes, Grade 10, Natural Resources
Seow, Poh-Sun; Wong, Suay-Peng – Journal of Education for Business, 2016
The authors describe the first mobile gaming app for learning accounting, Accounting Challenge (ACE). On September 30, 2016, ACE had been downloaded 23,230 times, spanning 90 countries, and had won three international teaching awards. The app was motivated by the aim to empower students to learn accounting in a fun way, outside of the classroom.…
Descriptors: Telecommunications, Handheld Devices, Technology Uses in Education, Accounting
Cruz, Sónia; Carvalho, Ana Amélia A.; Araújo, Inês – Education and Information Technologies, 2017
This paper presents a game designed to support teaching and learning of Portuguese History to 6th grade students. Firstly, a state of the art of mobile game-based learning for History is presented. Then we describe shortly the research carried out which aimed at the analysis of the games most played by students, followed by the identification of…
Descriptors: Teaching Methods, Foreign Countries, Handheld Devices, Telecommunications
Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Castañeda, Daniel A.; Cho, Moon-Heum – Computer Assisted Language Learning, 2016
Interest in using mobile applications to enhance students' learning in Spanish classrooms runs high; however, little empirical research about their effects has been conducted. Using intentionally designed classroom activities to promote meaningful learning with a mobile application, we investigated the extent to which students of Spanish as a…
Descriptors: Spanish, Second Language Instruction, Educational Technology, Technology Uses in Education
Schaal, Sonja; Schaal, Steffen; Lude, Armin – International Journal for Transformative Research, 2015
The valuing of biodiversity is considered to be a first step towards its conservation. Therefore, the aim of the BioDiv2Go project is to combine sensuous experiences discovering biodiversity with mobile technology and a game-based learning approach. Following the competence model for environmental education (Roczen et al, 2014), Geogames (location…
Descriptors: Educational Games, Video Games, Educational Technology, Technology Uses in Education
Zhu, Wen; Liu, Zhixin – English Language Teaching, 2017
In non literature major dominated university, it is obviously noted that girl students' English (as the second language) presentation scores often higher than boy students in the same teaching environment and evaluation system. A 397 samples' survey has been studied from the aspects of after school activities and sleep schedule to discuss if any…
Descriptors: Females, Engineering Education, Gender Differences, Foreign Countries