2001
DOI: 10.1016/s0360-1315(01)00023-9
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Children's enjoyment and perception of computer use in the home and the school

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Cited by 211 publications
(145 citation statements)
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References 28 publications
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“…Several studies showed that whereas they consider using computers at home enjoyable, students found school use "tame" (Mumtaz, 2001;Underwood, Billingham, & Underwood, 1994). Underwood et al (1994) found that when computers are used for drill and practice, students find these activities time consuming and boring.…”
Section: Computer Use In School and At Homementioning
confidence: 99%
See 1 more Smart Citation
“…Several studies showed that whereas they consider using computers at home enjoyable, students found school use "tame" (Mumtaz, 2001;Underwood, Billingham, & Underwood, 1994). Underwood et al (1994) found that when computers are used for drill and practice, students find these activities time consuming and boring.…”
Section: Computer Use In School and At Homementioning
confidence: 99%
“…Earlier studies identified significantly higher frequencies of computer use at home than in school and also described differences in the types of activities. Some studies showed that most participants regularly used their computers at home for playing games, and that computer games, indeed, constitute children's most popular activity in the home; in school, by contrast, the computer serves as a learning and working tool (Kent & Facer, 2004;Mumtaz, 2001;Underwood et al, 1994). Ayik (2008) found that students' computer-related activity at home and in school differed in terms of frequency and duration of use as well as of application preference: computer use is more frequent and longer at home than in school.…”
Section: Computer Use In School and At Homementioning
confidence: 99%
“…The use of game technology for learning purposes has been widely used, and its suitability for education has been supported by several previous works. For example, Virvou et al [7] evaluated an Intelligent Tutoring system as a virtual reality educational game, demonstrating that games of this kind can be very motivating while improving the learning effects on students; Mumtaz [8] studied the nature and experiences of children's computer use at home and school, where she found out that 77% of them used computers every day for playing video games; Ebner and Holzinger [9] designed an online game for higher education that is related to the Theory of Structures in Civil Engineering. A playful approach achieves software that is more motivating and engaging.…”
Section: Background 21 Learning Itinerariesmentioning
confidence: 99%
“…Q16 [1][2][3][4][5] 3.62±1.05 Easy Q17 [1][2][3][4][5] 4.39±0.69 Good Q18 [1][2][3][4][5] 4.22±0.85 Easy Q19 [1][2][3][4][5] 4.52±0.74 A lot Q20 [1][2][3][4][5] 3.90±1.29 Enough Q21 [1][2][3][4][5] 4.07±1.07 A lot Q22 [1][2][3][4][5] 4.34±0.94 A lot Q23 [1][2][3][4][5][6][7][8][9][10] 9.14±1.83 Very good To determine if there were statistically significant differences between the two game modes with respect to the satisfaction questions, an unpaired t-test was performed. Table 6 shows the results of the test.…”
Section: Satisfaction and Interaction Outcomesmentioning
confidence: 99%
“…For example, home access to ICTs offers more freedom to use and to develop digital skills through informal learning than access in other locations. Home access can therefore be used as an indicator of high-quality access (Mumtaz, 2001). Similarly, in the case of the Internet, always on and broadband access should lead to a higher quality experience and broader use.…”
Section: Accessmentioning
confidence: 99%