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Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation
The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical learning objectives and content but lacking the gaming aspect. Expand
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Exploring the potential of computer and video games for health and physical education: A literature review
This study aims at critically reviewing recently published scientific literature on the use of computer and video games in Health Education (HE) and Physical Education (PE) with a view: (a) toExpand
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Are Computer Science and Information Technology still masculine fields? High school students' perceptions and career choices
We investigated Greek high school students' intentions and motivation towards and against pursuing academic studies in Computer Science (CS), the influence of the family and the scholastic environment on students' career choices, students' perceptions of CS and the Information Technology (IT) profession as well as students' attendance at CS courses at school, computer use in the home and self-efficacy beliefs regarding computers. Expand
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Students’ Mental Models of the Internet and Their Didactical Exploitation in Informatics Education
  • Marina Papastergiou
  • Psychology, Computer Science
  • Education and Information Technologies
  • 1 October 2005
The Internet constitutes a relatively new teaching subject for the Informatics curriculum. Expand
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Enhancing Physical Education and Sport Science students' self-efficacy and attitudes regarding Information and Communication Technologies through a computer literacy course
Information and Communication Technologies (ICT) have become an integral component of Physical Education (PE) and Sport Science curricula and professions. Expand
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Course Management Systems as Tools for the Creation of Online Learning Environments:Evaluation from
A synthesis of recent research on the applications of Course Management Systems (CMS) in academic institutions, and evaluating the research directions and findings from a social constructivist perspective. Expand
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Gender issues in Internet access and favourite Internet activities among Greek high school pupils inside and outside school
This study investigates gender differences in Internet use by Greek high school pupils within school and out of school environments and shows that boys have more opportunities to access the Internet than girls. Expand
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The impact of an exergame-based intervention on children's fundamental motor skills
We use the Dynamical Systems Theory as a framework to examine whether there is a difference between an exergame-based and a traditional object control (OC) skills training program in early elementary school children. Expand
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Multimedia blogging in physical education: Effects on student knowledge and ICT self-efficacy
The main idea behind this study was to explore the educational potential of multimedia blogging for academic disciplines such as Physical Education (PE) that are not heavily based on written discourse and where multiple representations are important in learning. Expand
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Use of a Course Management System Based on Claroline to Support a Social Constructivist Inspired Course: A Greek case study
This study aimed to use a course management system (CMS) based on the open source software Claroline within a blended mode course, incorporating social constructivist approaches to learning, and investigate its strengths and the challenges faced by the students and the instructor. Expand
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