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Adam K Dubé

Biographic Data

ID6509665
NAMEAdam K Dubé
GIVEN NAMESAdam K
FAMILY NAMEDubé
SIGNATUREDUBÉ A K
AFFILIATIONSMcGill University
ORCID0000-0001-9935-8886
VERIFIEDYes
TOTAL WORKS14
TOTAL CITATIONS0
AUTHOR COUNT14
EDITOR COUNT0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX0
  • A Design-Based Intervention to Develop Elementary Students’ Digital Literacy Skills

    Krista R Muis, Heath Pearson et al.•ARTICLE•The Journal of Experimental…•2026

    UNESCO identified the formation of digital literacy skills as one of the most desired outcomes of education. Using an exploratory sequential mixed methods design, we explored elementary students’ perceptions of the truthfulness and trustworthiness of information on the internet and developed an intervention to improve students’ digital literacy skills. The intervention targeted elementary students from grades four through six. Six teachers served…

  • Guided or self-guided resources: What works best for university student stress management

    Open Access•Laurianne Bastien, Jessica Mettler et al.•ARTICLE•Current Psychology•2026

  • Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications

    Open Access•Matteo Orsoni, Adam K Dubé et al.•ARTICLE•Perspectives on Psychological…•2025

    In education, the term “gamification” refers to of the use of game-design elements and gaming experiences in the learning processes to enhance learners’ motivation and engagement. Despite researchers’ efforts to evaluate the impact of gamification in educational settings, several methodological drawbacks are still present. Indeed, the number of studies with high methodological rigor is reduced and, consequently, so are the reliability of results.…

  • An investigation of the mathematics applications in the Apple App Store: Do they contain benchmarks of educational quality

    Sabrina Shajeen Alam, Run Wen et al.•ARTICLE•Journal of Research on Technology…•2025

    Given the numerous mathematics applications marketed in the Apple App Store and the lack of quality control, it is critical to determine whether these digital learning tools are well-designed and if they are accurately marketed by developers. The present study evaluated the top math apps (n = 33) priced under $15, categorized into three age groups (i.e. <5, 6-8, and 9-11) in the App Store. It examined how well they incorporate five educational fe…

  • Why this app: How user ratings and app store rankings impact parents’ choice of educational apps

    Open Access•Emma Liptrot, Armaghan Montazami et al.•ARTICLE•Computers & Education•2025

  • Measuring teacher scaffolding in game-based learning: Emotional and responsibility scaffolds lead while resources and previous game experience shape practices

    Open Access•Gulsah Kacmaz, Adam K Dubé•ARTICLE•Computers & Education•2025

  • Why this app? How user ratings and app store rankings impact educators' selection of educational apps

    Open Access•Emma Liptrot, Heather Ann Pearson et al.•ARTICLE•Computers & Education•2024

    Research indicates that educators value certain benchmarks of educational quality when choosing educational apps from app stores (i.e., curriculum, feedback, scaffolding, learning theory, and development team). However, it is unclear how other users’ ratings of the app, or the app’s ranking on the app store’s list of “top” educational apps, might impact educators’ evaluations. The present study examines how educational benchmarks, ratings, and ra…

  • Guiding teachers' game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games

    Open Access•Robin Sharma, Chengyi Tan et al.•ARTICLE•Teaching and Teacher Education•2024•References: 4

    Many curriculum guides are created to support teachers' adoption of digital games for learning. However, their impact on teachers' acceptance of games has not been studied. We investigate how the experience of theory-based curriculum guides for the educational game Discovery Tour Ancient Egypt affects teachers' confidence and acceptance of game-based learning. Teachers ( n = 100) reported positive experiences with the guide. Analysis revealed tha…

  • How does the modern home environment impact children's mathematics knowledge? Evidence from Canadian elementary children's digital home numeracy practice (DHNP)

    Open Access•Sabrina Shajeen Alam, Adam K Dubé•ARTICLE•Journal of Computer Assisted…•2023

  • Why this app: Can a video‐based intervention help parents identify quality educational apps

    Open Access•Heather Ann Pearson, Armaghan Montazami et al.•ARTICLE•British Journal of Educational…•2023

    Researchers recommend that parents look for five benchmarks as indicators of quality educational apps (ie, scaffolding, curriculum, development team, feedback, learning theory), yet results show that parents undervalue some of these benchmarks. The current study examined if a short video‐based intervention would enhance parents' value‐judgements of apps featuring the five educational benchmarks. In original and modified app experiments ( n = 100;…

  • Theoretically driven educational app design: The creation of a mathematics app

    Open Access•Sabrina Shajeen Alam, Adam K Dubé•ARTICLE•Educational Technology Research…•2022

  • Why this app? How educators choose a good educational app

    Open Access•Armaghan Montazami, Heather Ann Pearson et al.•ARTICLE•Computers & Education•2022

  • Why this app? How parents choose good educational apps from app stores

    Open Access•Armaghan Montazami, Heather Ann Pearson et al.•ARTICLE•British Journal of Educational…•2022

    Educational apps can be considered a dominant medium for providing educational content to children. Parents are major stakeholders and mediators in the selection of apps (Dias & Brito, 2021). It is critical to know how they choose apps for their children and understand what indicates a quality educational app, as well‐designed apps can support and enhance children's learning process. An online study with parents was conducted to identify parents'…

  • Policies to guide the adoption of educational games into classrooms

    Open Access•Adam K Dubé, Nicholas Joseph Dubé•ARTICLE•Educational Technology Research…•2021

No prominent works on this page.

  • Policies to guide the adoption of educational games into classrooms

    Open Access•Adam K Dubé, Nicholas Joseph Dubé•ARTICLE•Educational Technology Research…•2021

  • Theoretically driven educational app design: The creation of a mathematics app

    Open Access•Sabrina Shajeen Alam, Adam K Dubé•ARTICLE•Educational Technology Research…•2022

  • Why this app? How educators choose a good educational app

    Open Access•Armaghan Montazami, Heather Ann Pearson et al.•ARTICLE•Computers & Education•2022

  • Why this app? How parents choose good educational apps from app stores

    Open Access•Armaghan Montazami, Heather Ann Pearson et al.•ARTICLE•British Journal of Educational…•2022

    Educational apps can be considered a dominant medium for providing educational content to children. Parents are major stakeholders and mediators in the selection of apps (Dias & Brito, 2021). It is critical to know how they choose apps for their children and understand what indicates a quality educational app, as well‐designed apps can support and enhance children's learning process. An online study with parents was conducted to identify parents'…

  • How does the modern home environment impact children's mathematics knowledge? Evidence from Canadian elementary children's digital home numeracy practice (DHNP)

    Open Access•Sabrina Shajeen Alam, Adam K Dubé•ARTICLE•Journal of Computer Assisted…•2023

  • Why this app: Can a video‐based intervention help parents identify quality educational apps

    Open Access•Heather Ann Pearson, Armaghan Montazami et al.•ARTICLE•British Journal of Educational…•2023

    Researchers recommend that parents look for five benchmarks as indicators of quality educational apps (ie, scaffolding, curriculum, development team, feedback, learning theory), yet results show that parents undervalue some of these benchmarks. The current study examined if a short video‐based intervention would enhance parents' value‐judgements of apps featuring the five educational benchmarks. In original and modified app experiments ( n = 100;…

  • Why this app? How user ratings and app store rankings impact educators' selection of educational apps

    Open Access•Emma Liptrot, Heather Ann Pearson et al.•ARTICLE•Computers & Education•2024

    Research indicates that educators value certain benchmarks of educational quality when choosing educational apps from app stores (i.e., curriculum, feedback, scaffolding, learning theory, and development team). However, it is unclear how other users’ ratings of the app, or the app’s ranking on the app store’s list of “top” educational apps, might impact educators’ evaluations. The present study examines how educational benchmarks, ratings, and ra…

  • Guiding teachers' game-based learning: How user experience of a digital curriculum guide impacts teachers’ self-efficacy and acceptance of educational games

    Open Access•Robin Sharma, Chengyi Tan et al.•ARTICLE•Teaching and Teacher Education•2024•References: 4

    Many curriculum guides are created to support teachers' adoption of digital games for learning. However, their impact on teachers' acceptance of games has not been studied. We investigate how the experience of theory-based curriculum guides for the educational game Discovery Tour Ancient Egypt affects teachers' confidence and acceptance of game-based learning. Teachers ( n = 100) reported positive experiences with the guide. Analysis revealed tha…

  • Learning Landscape in Gamification: The Need for a Methodological Protocol in Research Applications

    Open Access•Matteo Orsoni, Adam K Dubé et al.•ARTICLE•Perspectives on Psychological…•2025

    In education, the term “gamification” refers to of the use of game-design elements and gaming experiences in the learning processes to enhance learners’ motivation and engagement. Despite researchers’ efforts to evaluate the impact of gamification in educational settings, several methodological drawbacks are still present. Indeed, the number of studies with high methodological rigor is reduced and, consequently, so are the reliability of results.…

  • An investigation of the mathematics applications in the Apple App Store: Do they contain benchmarks of educational quality

    Sabrina Shajeen Alam, Run Wen et al.•ARTICLE•Journal of Research on Technology…•2025

    Given the numerous mathematics applications marketed in the Apple App Store and the lack of quality control, it is critical to determine whether these digital learning tools are well-designed and if they are accurately marketed by developers. The present study evaluated the top math apps (n = 33) priced under $15, categorized into three age groups (i.e. <5, 6-8, and 9-11) in the App Store. It examined how well they incorporate five educational fe…

  • Why this app: How user ratings and app store rankings impact parents’ choice of educational apps

    Open Access•Emma Liptrot, Armaghan Montazami et al.•ARTICLE•Computers & Education•2025

  • Measuring teacher scaffolding in game-based learning: Emotional and responsibility scaffolds lead while resources and previous game experience shape practices

    Open Access•Gulsah Kacmaz, Adam K Dubé•ARTICLE•Computers & Education•2025

  • A Design-Based Intervention to Develop Elementary Students’ Digital Literacy Skills

    Krista R Muis, Heath Pearson et al.•ARTICLE•The Journal of Experimental…•2026

    UNESCO identified the formation of digital literacy skills as one of the most desired outcomes of education. Using an exploratory sequential mixed methods design, we explored elementary students’ perceptions of the truthfulness and trustworthiness of information on the internet and developed an intervention to improve students’ digital literacy skills. The intervention targeted elementary students from grades four through six. Six teachers served…

  • Guided or self-guided resources: What works best for university student stress management

    Open Access•Laurianne Bastien, Jessica Mettler et al.•ARTICLE•Current Psychology•2026

Psychology (11 works) · Computer Science (10 works) · Child Development and Digital Technology (9 works) · Mathematics education (7 works) · Impact of Technology on Adolescents (6 works) · Multimedia (5 works) · World Wide Web (5 works) · Educational Games and Gamification (4 works) · Gender and Technology in Education (4 works) · Pedagogy (4 works)

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