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J. B. Oleet – ProQuest LLC, 2024
This survey study, N = 44 university students, from an urban campus, measured post-pandemic digital divide perceptions, focusing on motivational, physical, skills, and usage access to ICTs through the lens of van Dijk's resources and appropriation theory. Statistical tests, including one-sample t-tests, correlation analyses, one-way and repeated…
Descriptors: Access to Computers, Disadvantaged, Urban Schools, COVID-19
Rosalyn Kelson Richards – ProQuest LLC, 2021
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing…
Descriptors: Best Practices, Gamification, Game Based Learning, Computer Simulation