This paper reports on the case study of 18 pre-schoolers 5 years old and their use of the mobile game Angry Birds. The game was played repeatedly for seven days with the aim to capture its impact on science learning and understanding. Data were collected through pre/posttests, screen recordings, questionnaires, and interviews. Findings indicate a better understanding of how force affects motion, yet not angle, and prediction of motion as a parabola, after playing the game. Communication instances and interviews revealed that children developed an understanding of cause and effect relationships during gaming, nonetheless this understanding was poorly verbalized and explained. A discrepancy was also observed between game performance and expli...
The use of tablet computers have increased significantly in numerous parts of society during recent ...
A large number of studies carried out on pupils aged 8–14 have shown that teachable agent (TA) based...
The paper presents a systematic examination of data from two early math interventions, involving 188...
The proliferation of mobile technology allows for modern forms of play, including the use of mobile ...
For some years now, the scientific community has been studying how videogames foster acquisition of ...
Item does not contain fulltextSerious games have unique strengths that can be used to augment scienc...
Early childhood between 4 and 6 years is known as pre-school age which experts call the golden age, ...
Playing games is a very natural way of selfdirected learning during the all stages of human life, es...
International audienceIn order to design age-appropriate digital games, it is necessary to make bett...
Educational software in which the student takes the role of teacher and instructs a digital tutee a ...
This study investigated fourth-seventh graders’ approaches to learning a digital game designed to te...
Research on the use of serious games to support child and adolescent mental health interventions is ...
Educational software in the form of games or so called “computer assisted intervention” for young ch...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Preschool learning experiences are crucial for defining early year school achievement and longer-ter...
The use of tablet computers have increased significantly in numerous parts of society during recent ...
A large number of studies carried out on pupils aged 8–14 have shown that teachable agent (TA) based...
The paper presents a systematic examination of data from two early math interventions, involving 188...
The proliferation of mobile technology allows for modern forms of play, including the use of mobile ...
For some years now, the scientific community has been studying how videogames foster acquisition of ...
Item does not contain fulltextSerious games have unique strengths that can be used to augment scienc...
Early childhood between 4 and 6 years is known as pre-school age which experts call the golden age, ...
Playing games is a very natural way of selfdirected learning during the all stages of human life, es...
International audienceIn order to design age-appropriate digital games, it is necessary to make bett...
Educational software in which the student takes the role of teacher and instructs a digital tutee a ...
This study investigated fourth-seventh graders’ approaches to learning a digital game designed to te...
Research on the use of serious games to support child and adolescent mental health interventions is ...
Educational software in the form of games or so called “computer assisted intervention” for young ch...
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to i...
Preschool learning experiences are crucial for defining early year school achievement and longer-ter...
The use of tablet computers have increased significantly in numerous parts of society during recent ...
A large number of studies carried out on pupils aged 8–14 have shown that teachable agent (TA) based...
The paper presents a systematic examination of data from two early math interventions, involving 188...