educational computer
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2022 ◽  
pp. 614-644
Author(s):  
Hatice B. Sahin ◽  
Sengul S. Anagun

In this study, the effect of educational computer games on students' academic success and their attitudes towards mathematics were investigated. The study was designed as a mixed method. The results revealed that after the implementation, no significant variation was observed between both groups in terms of academic test scores and attitude points. However, qualitative findings indicated that students in the experimental group got more pleasure from the lessons and their attitudes towards mathematics were positively affected. Also, educational computer games are effective learning tools and create a positive affirmation on students. Although this study was conducted in the face to face classrooms, the findings would be transferred to other learning settings such as distance and online education. Therefore, the experience obtained from such technologically enriched learning environments is discussed in the context of distance and online learning.


2021 ◽  
Vol 6 (6) ◽  
Author(s):  
Mahmut Zengin ◽  
Nuray Yilmaz

<p>This study aims to establish the effects of educational computer games on the vocabulary learning of EFL students. In the research, the real experimental model with a pre-test/post-test control group was used. The application of the study was carried out with 5th grade EFL students in two middle schools. The study group consisted of 166 students in the experimental group and 171 students in the control group. Five different games have been developed for use in research, including selection-matching-space-filling games, memory games, word capture games, crossword games, and millionaire games. Games were prepared by using Adobe Captivate 9.0 program. The students in the experimental group learned through educational computer games. The students in the control group learned according to the current program. Data were collected by applying the academic achievement test before and after one month of the experiment. To analyze the data were used quantitative data methods; T-Test for independent samples, t-Test for dependent samples, Mann-Whitney U test, and Wilcoxon signed-rank test. The results of the study indicate that the students who learned vocabulary with educational computer games were more successful than the students who learned according to the current program. The learning in the experimental group is more retention than in the control group.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0963/a.php" alt="Hit counter" /></p>


2021 ◽  
Vol 17 (5) ◽  
pp. 80-95
Author(s):  
S. A. Perepelitsa ◽  
V. V. Moroz ◽  
V. T. Dolgikh ◽  
E. A. Boeva ◽  
D. O. Starostin ◽  
...  

The aim is to study the current aspects of resident training in anesthesiology and intensive care. The article focuses on the theoretical training of residents, the importance of a thorough knowledge of pathophysiology, and the formation of clinical thinking. Opportunities for the use of innovative educational computer technologies in residency training are shown. A consistent interdisciplinary pedagogical interaction makes it possible to improve the outcomes of residency training by achieving the main goal of developing a physician who has acquired universal, general and specific professional competences and is capable of providing high-quality medical care.


TEM Journal ◽  
2021 ◽  
pp. 1175-1183
Author(s):  
Margarita Stankova ◽  
Daniela Tuparova ◽  
Georgi Tuparov ◽  
Polina Mihova

This study looks into the barriers and factors that influence the use of educational computer games (ECGs) that speech and language therapists face in the treatment of children with special educational needs (SEN). 111 respondents were administered a 12- question questionnaire in 2018/2019. The results showed that 87% of all the respondents used games. The highest percentage of users was from the 20-30 years old age group. The professionals with extensive working experience of 16-20 years and 21+ indicated the lack of time for games as a significant barrier. The study showed positive attitudes towards the use of ECGs in working with children with SEN and the need for developing high-quality games that match current practice of professionals.


Author(s):  
Petar Juric ◽  
Marija Brkic Bakaric ◽  
Maja Matetic

In order to make e-learning systems more readily available for use, the majority of new systems are being developed in a form suitable for mobile learning, i.e. m-learning. The paper puts focus on the parts of the implementation of an e-learning system which is not restricted to desktop platforms, but works equally well on smartphones and tablets in the form of m-learning. The implemented system uses educational computer games for learning Mathematics in primary schools and has an integrated social network, which is used for communication and publishing of the content related to the game. Besides analysing the platforms used for accessing the system (desktop/mobile), since students are given a choice, the paper also questions how to interpret messages when they contain concepts in student jargon or generally unknown to teachers, and shows that these messages can be interpreted by applying neural networks.


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