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Tahir, Faiza; Mitrovic, Antonija; Sotardi, Valerie – Research and Practice in Technology Enhanced Learning, 2022
The practice of adding game elements to non-gaming educational environments has gained much popularity. Gamification has been shown in some studies to enhance engagement, motivation and learning outcomes in technology-supported learning environments. Although gamification research has matured, there are some shortcomings such as inconsistency in…
Descriptors: Recognition (Achievement), Credentials, Outcomes of Education, Programming Languages
Somyürek, Sibel; Brusilovsky, Peter; Guerra, Julio – Research and Practice in Technology Enhanced Learning, 2020
Research has demonstrated that people generally think both their knowledge and performance levels are greater than they are. Although several studies have suggested that knowledge and progress visualization offered by open learner modeling (OLM) technology might influence students' self-awareness in a positive way, insufficient evidence exists to…
Descriptors: Knowledge Level, Self Evaluation (Individuals), Self Concept, College Students
Hsu, Ting-Chia; Chen, Mu-Sheng – Research and Practice in Technology Enhanced Learning, 2022
This research explored the creative thinking, learning achievement, and engagement of students when they integrated the application of the personal audio classifier (PAC) into the competition of a computational thinking (CT) board game (i.e., the experimental group), or did not integrate it into the competition but only collaborated with peers to…
Descriptors: Learner Engagement, Robotics, Games, Computation
Banerjee, Gargi; Murthy, Sahana; Iyer, Sridhar – Research and Practice in Technology Enhanced Learning, 2015
Multiple studies report that Computer Science (CS) instructors face problems on how to integrate visualizations in their teaching. This problem gets compounded for instructors in technology-constrained classrooms that are common in developing countries. In these classrooms, students are not able to interact with visualization directly; instead,…
Descriptors: Active Learning, Computer Science Education, Visualization, Teaching Methods