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Full-Text Articles in Education

The Keys Of Keyboard-Based Writing: Student And Classroom-Level Predictors Of Keyboard-Based Writing In Early Primary, Anabela A. Malpique, Debora Valcan, Deborah Pino-Pasternak, Susan Ledger, Mustafa Asil, Timothy Teo Oct 2023

The Keys Of Keyboard-Based Writing: Student And Classroom-Level Predictors Of Keyboard-Based Writing In Early Primary, Anabela A. Malpique, Debora Valcan, Deborah Pino-Pasternak, Susan Ledger, Mustafa Asil, Timothy Teo

Research outputs 2022 to 2026

In today's fast-paced digital world, keyboard-based writing has become a key component of daily communication, with students engaging in keyboarding early in their school trajectories. Nonetheless, there's a lack of systematic studies investigating individual-level factors impacting keyboard-based writing and relationships with the writing instruction typically provided in primary school settings. Using multilevel modelling the current study examined student-level predictors of keyboard-based writing quality and fluency in Year 2 Australian children (N = 544), including keyboarding automaticity, spelling, reading skills, executive functioning, writing attitudes, gender; and classroom-level (N = 47) variables predicting keyboard-based writing, such as teachers’ preparation and instructional practices …


Serious Games For Health Promotion In Adolescents – A Systematic Scoping Review, Lesley Andrew, Donna Barwood, Julie Boston, Martin Masek, Lauren Bloomfield, Amanda Devine Jan 2023

Serious Games For Health Promotion In Adolescents – A Systematic Scoping Review, Lesley Andrew, Donna Barwood, Julie Boston, Martin Masek, Lauren Bloomfield, Amanda Devine

Research outputs 2022 to 2026

Digital gaming has broad appeal globally, with a reported 2.7 billion gamers worldwide. There is significant interest in using games to enhance learning, with ‘serious games’ being included in classrooms to engage adolescents’ learning across a range of domains. A systematic scoping review of serious games used for health promotion with adolescents was conducted to identify serious games, review the methods used to evaluate these games, and outline evidence available to support the efficacy of these games in improving knowledge, beliefs/attitudes and behaviours in the target groups. Player engagement/enjoyment was reported if assessed. A total of 21 studies were found …