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1. Bacttle: A Microbiology Educational Board Game for Lay Public and Schools

2. Middle School Teachers' Perceptions of the Use of Serious Games for Students with Attention Deficit Hyperactivity Disorder

3. The Impact of Educational Technologies on Entrepreneurial Competencies: A Systematic Review of Empirical Evidence

4. A Look into the Confidence Levels of Screenagers

5. 'Benkangen' Game: Digital Media in Elementary School Indonesian Language

6. Systematic Literature Review: DOGBL in Enhancing EFL Students' Motivation

7. The Effect of Digital Game Design-Supported Coding Education on Gifted Students' Scratch Achievement and Self-Efficacy

8. The Impact of Using Educational and Digital Games on Middle School Students Science Achievement

9. What Preschool Children Do with Technology?

10. Relationship between Online Game Addiction and Mental Well-Being of High-School Students during the COVID-19 Pandemic: Implications for Learning and Development

11. The Great Danger in Digital Games: Sexual Abuse and Sympathetic Violence

12. Effects of Gamified Grammar and Vocabulary Learning in an English Course on EFL Students in Thailand

13. Design and Implementation of Interactive, Remote Online Escape Rooms in Medicinal Chemistry

14. Determining Teachers' Views Intended the Use of Digital Games in Science Education

15. Implementing the CLIL Approach through Online Games in EFL Education

16. The Relationship among Seventh Grade Students' Participation in Online Games, English Vocabulary Mastery, and Learning Motivation

17. An Investigation of Secondary School Students' Motivation and Addiction Towards Digital Gaming by Age, Gender and Number of Siblings

18. Trash-Talking versus Toxicity: An Analysis of /All Chat Exchanges between Southeast Asian Players of an Online Competitive Game

19. Math Education for Gifted Individuals: Digital Gamification

20. The Effectiveness of Gamification in Physical Education: A Systematic Review

21. The Reflections of the 'Stop Climate Change Digital Game' on Primary School Students' Learning about Climate Change

22. Choose Your Own Research Adventure: An Asynchronous Tutorial to Address 'Research as Inquiry'

23. Online Game-Based Learning in Mathematics Education among Generation Z: A Systematic Review

24. Operations Management Curriculum Development under Uncertain Situations: Lessons Learned from the Pandemic

25. Use of Human-Computer Interactive Games for the Dynamic Assessment of Language Skills of Children with Autism Spectrum Disorder

26. Design and Evaluation of a Gesture Interactive Alphabet Learning Digital-Game

27. Effectiveness of a Digital Health Game Intervention on Early Adolescent Smoking Refusal Self-Efficacy

28. Effectiveness of a Mixed Cognitive Intervention Program (Computer-Based and Home-Based) on Improving Cognitive and Academic Functions in School-Aged Children with Specific Learning Disorder (SLD): A Pilot Study

29. JEDi -- A Digital Educational Game to Support Student Training in Identifying Portuguese-Written 'Fake News': Case Studies in High School, Undergraduate and Graduate Scenarios

30. What Is the Impact of a Multi-Modal Pedagogical Conversational AI System on Parents' Concerns about Technology Use by Young Children?

31. Ethical Considerations in a Pan-European Project Targeting Adolescent Cybercrime Prevention

32. Using Digital Games to Promote Equity in Career and Health Education: A Prototype of 'Caduceus Quest'

33. The Role of Clandestine Assessment in Iranian EFL Context: A Teacher's Perceptions about the Impact of Educational Digital-Based Games on Teaching and Learning English

34. Differences in Performance between Children Using the English and Spanish Versions of the Ignite by Hatch™ Educational Gaming System. CEME Technical Report. CEMETR-2023-01

35. Examining 8th Grade English Course Book and Educational Programme about Vocabulary Teaching: Teacher's Views

36. Environmental Correlates of Physical Activity and Screen-Time in Youth with Autism Spectrum Disorder: A Seven-Country Observational Study

37. Strategic Social Decision Making Undergoes Significant Changes in Typically Developing and Autistic Early Adolescents

38. Exploring the Impact of Role-Playing in Clubhouse on the Oral Fluency and Willingness to Communicate of EFL Learners

39. Digital Media and Secondary Education Students: Inclusion or Exclusion?

40. L2 Learning Outcomes of a Research-Based Digital App for Japanese Children

41. 3D Immersive Scaffolding Game for Enhancing Mandarin Learning in Children with ADHD

42. 'So, We Kind of Started from Scratch, No Pun Intended': What Can Students Learn from Designing Games?

43. Accessibility for All: Introducing IT Accessibility in Postsecondary Computer Science Programs for K-12 Teachers

44. Online Interactive Book Reading and Game Applications for Individuals with Autism: A Case Report

45. Investigation of the Roles of Social Media and Game Addictions in Adolescent Parent Conflict

46. Assessment of Gaming Addiction and Perceived Psychological Distress among Filipino Young Adults during COVID-19 Pandemic

47. Parental Perceptions of Electronic Media Use by Children with Attention Deficit Hyperactivity Disorder and Non-Referred Children in Greece

48. Comparative Study of Game-Based Epedagogies in an Online Undergraduate Course

49. Is More Comfortable Reading Possible with Collaborative Digital Games? An Experimental Study

50. Democratising the Design of Educational Games for Social Change: An Approach Based on Critical Pedagogy

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