Computers for education

    • [PDF File]Computers & Education - York University

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      Computers & Education 62 (2013) 24–31 CC BY-NC-ND license . Open access under CC BY-NC-ND license . Theoretical and empirical findings on multitasking are especially significant when considered in the context of student learning. In classroom environments, students tend to switch back and forth between academic and non-academic tasks (Fried, 2008). This behavior posesconcernsforlearning ...

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    • [PDF File]Computers & Education

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      Computers & Education 57 (2011) 1813–1824. possible to let children practice at their individual ability level. Research on the development of expertise performance has shown that people do improve their performance considerably if they regularly do specific exercises that are adjusted to their ability level and include immediate feedback. In the development of the Maths Garden we follow ...

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    • [PDF File]Computers & Education - People

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      D. Charsky, W. Ressler / Computers & Education 56 (2011) 604–615 605. Civ III begins in 4000 BC with the player operating a “worker” and a “settler”, a game unit that can build a city. Once players build a city, they can build other units, such as a warrior, or improvements, such as a granary, or wonders, such as Pyramids. As the game progresses, players make more cities, units ...

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    • [PDF File]Computers & Education - Florida State University

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      Computers & Education 60 (2013) 52–58. drive the predictive validity of conscientiousness and is the facet that consistently predicts avariety of outcomes (Dudleyet al., 2006; Perry et al., 2010; Roberts et al., 2005) over other facets of conscientiousness. One way video games mayaffect persistence is through the principle of challenge imposed in video games (Pausch, Gold, Skelly, & Thiel ...

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    • [PDF File]Computers & Education

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      Computers & Education 59 (2012) 661–686 in Serious Games (Sawyer & Smith, 2008) and persuasive games (Bogost, 2007) which have been used to change behaviours and attitudes more broadly in the areas of health, public policy and advertising as well as education and training.

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    • [PDF File]Computers & Education - University of Saskatchewan

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      Computers & Education 75 (2014) 282–292. recorded lectures and, if so, how these patterns correlate with academic performance. The end goal of this line of research is to determine both good and bad uses of lecture capture technology, in order to encourage students to use it appropriately. The key data we examine in this work is usage data. Created as a side effect of student interaction ...

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