It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off-the-shelf computer game on children's mental computation skills and on aspects of self-perceptions. A pre-post design was employed. The participants were 71 primary school children (10-11 years old) from three classes. In School 1, a class of 21 children used a games console for 20 minutes each day, running a 'brain training' game. Two comparison groups were used. In School 2, 31 children used 'Brain Gym' techniques in their class over the treatment period. In school three, a class of 19 children acted as no-treatment con...
Pedagogy is a dynamic science and needs to constantly change with time. During the last decade, ther...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
The purpose of this case study was to analyse computer games’ role in assessment and seek an underst...
It is known that computer games are motivating for children, but there is limited direct evidence of...
It is known that computer games are motivating for children, but there is limited direct evidence of...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
It is known that computer games are motivating for children, but there is limited direct evidence of...
Human being starts learning about life via games. Therefore games have always maintained their impor...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year...
The purpose is to find out whether video games can have positive effects on children and whether we ...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...
This exploratory quantitative study compared schoolchildren’s scores on 15 computer games to their s...
The aim of this semi experimental research was to study the effect of educational computer games on ...
Pedagogy is a dynamic science and needs to constantly change with time. During the last decade, ther...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
The purpose of this case study was to analyse computer games’ role in assessment and seek an underst...
It is known that computer games are motivating for children, but there is limited direct evidence of...
It is known that computer games are motivating for children, but there is limited direct evidence of...
AbstractIt is known that computer games are motivating for children, but there is limited direct evi...
It is known that computer games are motivating for children, but there is limited direct evidence of...
Human being starts learning about life via games. Therefore games have always maintained their impor...
In addition to entertainment, games have been recognized as enhancers of cognition and associated wi...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year...
The purpose is to find out whether video games can have positive effects on children and whether we ...
<p></p><p>Abstract: This study analyzes the effects of the use of digital games in the school contex...
This exploratory quantitative study compared schoolchildren’s scores on 15 computer games to their s...
The aim of this semi experimental research was to study the effect of educational computer games on ...
Pedagogy is a dynamic science and needs to constantly change with time. During the last decade, ther...
The use of computer games as common vehicles for education, as opposed to pure entertainment, has ga...
The purpose of this case study was to analyse computer games’ role in assessment and seek an underst...