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Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
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Jose´ Nunes da Silva Ju´nior; Antonio Jose´ Melo Leite Junior; Maria Clara Alexandre; Francisco Serra Oliveira Alexandre; Lucas Lima da Silva; Jean-Yves Winum – Journal of Chemical Education, 2023
This report details the design of an online trilingual (English, French, and Portuguese) interactive virtual board game and its implementation at the Federal University of Ceará in Brazil. It was used as a fun alternative to assist chemistry and pharmacy undergraduate students in reviewing introductory concepts to organic reactions: enthalpy,…
Descriptors: Video Games, Game Based Learning, Technology Uses in Education, Chemistry
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Esterhuizen, Joshua; Drevin, Günther; Snyman, Dirk; Drevin, Lynette – International Association for Development of the Information Society, 2022
Education is shifting towards a more technology focused mode of delivery, or at least combining technology use with standard methods. A potential effect of this could be the introduction and use of games in classrooms. This study looks at the possibility of adapting various domains of knowledge into digital games referred to as serious games. The…
Descriptors: Gamification, Educational Games, Game Based Learning, Technology Uses in Education
Irina Kuznetcova – ProQuest LLC, 2020
Visuospatial (VS) skills, or one's ability to mentally manipulate information about objects' positions, relations, orientation, and transformations in space, are one of the cornerstones of STEM enrollment, retention, and achievement. Low level of visuospatial skills may deter some people from joining the STEM workforce or complicate their learning…
Descriptors: Video Games, Middle School Students, Self Efficacy, Spatial Ability
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Fussell, Stephanie G.; Truong, Dothang – Interactive Learning Environments, 2023
Virtual reality (VR) is the latest type of technology being developed and rapidly integrated into training environments. This study investigated students' intentions to use VR for training. The Technology Acceptance Model (TAM) was expanded to include two factors that are relevant to using VR in a dynamic learning environment. A survey of 310…
Descriptors: Computer Simulation, Aviation Education, Technology Uses in Education, Student Attitudes
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Lu, Jinjin – Educational Technology Research and Development, 2022
Social media web 2.0 technologies can be adopted as an inclusive method to assist children in enhancing their quality of education for the Sustainable Development Goals (e.g. SDGs 4 and 17). Social media technologies have been documented as low-cost, synchronous, and convenient methods to assist young children, parents, and early childhood (EC)…
Descriptors: Foreign Countries, Social Media, Web 2.0 Technologies, Sustainable Development
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Meepung, Tippawan; Pratsri, Sajeewan; Nilsook, Prachyanun – Higher Education Studies, 2021
The objective of this research was as follows: 1) to develop an interactive tool in a digital learning ecosystem for adaptive online learning performance; 2) to carry out a suitability assessment of this process. The documentary research method was used in this study. The results showed a model of an interactive tool in a digital learning…
Descriptors: Educational Technology, Technology Uses in Education, Online Courses, Interaction
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Kaplan-Rakowski, Regina; Meseberg, Kay – Educational Media and Technology Yearbook, 2019
Drawing on the deeply engaging characteristics of virtual reality (VR), augmented reality (AR), and mixed reality (MR), we refer to these three concepts collectively as "immersive media" (IM). IM are often thought of as new concepts, which may hold true in their integrated, holistic forms. However, the technological and psychological…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Educational Media
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Hyo-Jeong So; Matthew Gaydos – Pedagogies: An International Journal, 2024
As digital games become more integrated into education, striking a balance between technology and pedagogy is essential. This study investigates digital games as contexts for problem-based learning (PBL) to actively involve students in problem-solving in a Korean middle school. This study examined two cases (Social Studies and Science) where…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Problem Based Learning
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Anders I. Mørch; Renate Andersen; Siv Eie; Louise Mifsud – International Journal of Computer-Supported Collaborative Learning, 2024
Teaching with virtual worlds provides new means for collaborative learning but creates challenges for teachers in terms of IT skills. To address these challenges, we developed a teaching model for using virtual worlds in classroom practices and applied it to Minecraft in several rounds of design-based research experiments. Our conceptual framework…
Descriptors: Cooperative Learning, Class Activities, Technology Uses in Education, Barriers
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Wibowo, Agung Prasetyo; Nababan, M. R.; Santosa, Riyadi; Kristina, Diah – Journal of Social Studies Education Research, 2019
Studies conducted on localization quality assessment (LQA) on video games from interdisciplinary perspectives, dominantly employ studies on media, demarcating it from their derivative concerns like environmental issues. We argue that LQA on video games requires reconstruction from eco-criticism perspectives, because electronic waste (E-waste) of…
Descriptors: Quality Control, Video Games, Educational Technology, Technology Uses in Education
Kristin Lems; Tenena M. Soro; Gareth Charles – Guilford Press, 2024
Now in a revised and expanded third edition, this established course text and teacher guide explores the processes involved in second-language acquisition and translates the research into practical instructional strategies for PreK-12. Engaging classroom vignettes and personal reflections from the authors and other seasoned educators bring the…
Descriptors: Second Language Learning, Second Language Instruction, Multilingualism, Bilingual Students
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Magana, Alejandra J.; Hwang, Jisoo; Feng, Shi; Rebello, Sanjay; Zu, Tianlong; Kao, Dominic – Journal of Computer Assisted Learning, 2022
Background: Previous work has identified that the benefits of learning with videogames and learning from simulations. However, recent meta-analytic work has also identified that little research directly compares learning with videogames and learning with simulations. Objectives: This study examines two learning technologies and their corresponding…
Descriptors: Computer Simulation, Computer Games, Video Games, Inquiry
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Scholes, Laura; Mills, Kathy A.; Wallace, Elizabeth – Learning, Media and Technology, 2022
This article addresses a gap in research about primary school boys' identification as 'gamers.' Drawing on a survey of 318 Year 3 (7-8 years old) students, the research identified boys' self-reported enjoyment for gaming, their frequency using digital devices, and their self-rated digital skills. Interviews with four boys from the survey also…
Descriptors: Elementary School Students, Grade 3, Males, Identification (Psychology)
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Sandberg, Magnus H.; Silseth, Kenneth – E-Learning and Digital Media, 2021
Henrik Ibsen's play "Peer Gynt" digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction…
Descriptors: Computer Games, Classics (Literature), Educational Games, Role Playing
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