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Results 1 - 20 of 658  for All Library Resources

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1
Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education
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Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education

Education and information technologies, 2023-05, Vol.28 (5), p.5717-5737 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2023 Springer ;The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11295-y

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2
Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please
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Do pro-social video games promote moral activity?: an analysis of user reviews of Papers, Please

Education and information technologies, 2022-09, Vol.27 (8), p.11411-11442 [Peer Reviewed Journal]

The Author(s) 2022 ;COPYRIGHT 2022 Springer ;The Author(s) 2022. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11072-x

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3
The impact of time devoted to video games on student achievement
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The impact of time devoted to video games on student achievement

Education and information technologies, 2023-05, Vol.28 (5), p.5921-5944 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;COPYRIGHT 2023 Springer ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11418-5

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4
Enhancing adolescent reasoning skills through a video game program
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Enhancing adolescent reasoning skills through a video game program

Education and information technologies, 2023-10, Vol.28 (10), p.12737-12756 [Peer Reviewed Journal]

The Author(s) 2023. Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-023-11691-y

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5
Students’ perceptions about the use the videogames in secondary education
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Article
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Students’ perceptions about the use the videogames in secondary education

Education and information technologies, 2020-07, Vol.25 (4), p.3251-3273 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2020 ;COPYRIGHT 2020 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2020. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-020-10122-6

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6
Engaging future engineers: the case study of a serious game implementation
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Article
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Engaging future engineers: the case study of a serious game implementation

Education and information technologies, 2023-03, Vol.28 (3), p.2909-2939 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022. Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;COPYRIGHT 2023 Springer ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11279-y

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7
The effects of an educational video game on mathematical engagement
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Article
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The effects of an educational video game on mathematical engagement

Education and information technologies, 2016-09, Vol.21 (5), p.1283-1297 [Peer Reviewed Journal]

Springer Science+Business Media New York 2015 ;COPYRIGHT 2016 Springer ;Springer Science+Business Media New York 2016 ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-015-9382-8

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8
Understanding elementary mathematics teachers’ intention to use a digital game through the technology acceptance model
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Understanding elementary mathematics teachers’ intention to use a digital game through the technology acceptance model

Education and information technologies, 2022-09, Vol.27 (8), p.11515-11536 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022 ;COPYRIGHT 2022 Springer ;The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11073-w

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9
Understanding learning in video games: A phenomenological approach to unpacking boy cultures in virtual worlds
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Understanding learning in video games: A phenomenological approach to unpacking boy cultures in virtual worlds

Education and information technologies, 2019-11, Vol.24 (6), p.3311-3327 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2019 ;COPYRIGHT 2019 Springer ;Education and Information Technologies is a copyright of Springer, (2019). All Rights Reserved. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-019-09930-2

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10
Impact of Digital Game-Based Learning on the Social Competence and Behavior of Preschoolers
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Article
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Impact of Digital Game-Based Learning on the Social Competence and Behavior of Preschoolers

Education and information technologies, 2022-04, Vol.27 (3), p.3065-3078 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-021-10737-3

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11
Between text and platforms: A case study on the real-time emotions & psychophysiological indicators of video gaming and academic engagement
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Article
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Between text and platforms: A case study on the real-time emotions & psychophysiological indicators of video gaming and academic engagement

Education and information technologies, 2020-05, Vol.25 (3), p.2073-2099 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2019 ;COPYRIGHT 2020 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2019. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-019-10031-3

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12
Architectural design game: A serious game approach to promote teaching and learning using multimodal interfaces
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Article
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Architectural design game: A serious game approach to promote teaching and learning using multimodal interfaces

Education and information technologies, 2022-09, Vol.27 (8), p.11467-11498 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022 ;The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022. ;COPYRIGHT 2022 Springer ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11062-z ;PMID: 35578701

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13
A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy
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Article
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A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy

Education and information technologies, 2018, Vol.23 (1), p.393-418 [Peer Reviewed Journal]

Springer Science+Business Media New York 2017 ;COPYRIGHT 2018 Springer ;Education and Information Technologies is a copyright of Springer, (2017). All Rights Reserved. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-017-9610-5

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14
Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning
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Article
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Are serious video games something more than a game? A review on the effectiveness of serious games to facilitate intergenerational learning

Education and information technologies, 2014-09, Vol.19 (3), p.515-529 [Peer Reviewed Journal]

Springer Science+Business Media New York 2014 ;COPYRIGHT 2014 Springer ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-014-9325-9

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15
Global prevalence of sleep deprivation in students and heavy media use
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Article
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Global prevalence of sleep deprivation in students and heavy media use

Education and information technologies, 2017, Vol.22 (1), p.239-254 [Peer Reviewed Journal]

Springer Science+Business Media New York 2015 ;COPYRIGHT 2017 Springer ;Education and Information Technologies is a copyright of Springer, 2017. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-015-9440-2

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16
Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students
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Article
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Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students

Education and information technologies, 2013-09, Vol.18 (3), p.531-554 [Peer Reviewed Journal]

Springer Science+Business Media, LLC 2011 ;COPYRIGHT 2013 Springer ;Springer Science+Business Media New York 2013 ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-011-9179-3

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17
Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education
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Article
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Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education

Education and information technologies, 2022, Vol.27 (1), p.743-771 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2020 ;COPYRIGHT 2022 Springer ;Springer Science+Business Media, LLC, part of Springer Nature 2020. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-020-10391-1

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18
Digital game-based learning in K-12 mathematics education: a systematic literature review
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Article
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Digital game-based learning in K-12 mathematics education: a systematic literature review

Education and information technologies, 2022-03, Vol.27 (2), p.2859-2891 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021 ;COPYRIGHT 2022 Springer ;The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2021. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-021-10721-x

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19
Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning
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Article
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Developing a digital game for excel skills learning in higher education - a comparative study analyzing differences in learning between digital games and textbook learning

Education and information technologies, 2023-04, Vol.28 (4), p.4143-4172 [Peer Reviewed Journal]

The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022. Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature 2022, Springer Nature or its licensor holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law. ;COPYRIGHT 2023 Springer ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-022-11335-7 ;PMID: 36259080

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20
Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults
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Article
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Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults

Education and information technologies, 2020, Vol.25 (1), p.259-279 [Peer Reviewed Journal]

Springer Science+Business Media, LLC, part of Springer Nature 2019 ;COPYRIGHT 2020 Springer ;Education and Information Technologies is a copyright of Springer, (2019). All Rights Reserved. ;ISSN: 1360-2357 ;EISSN: 1573-7608 ;DOI: 10.1007/s10639-019-09961-9

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Results 1 - 20 of 658  for All Library Resources

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