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Yallihep, Mirac; Kutlu, Birgul – Education and Information Technologies, 2020
The purpose of this study was to measure the impacts of mobile serious games on fifth grade students' attitudes towards "Information Technology and Software" course and understanding of programming concepts. For this purpose, a five weeks long study was conducted in a private primary school in Turkey with randomly selected 36 fifth grade…
Descriptors: Computer Games, Computer Software, Student Attitudes, Programming
Engelbertink, Monique M. J.; Kelders, Saskia M.; Woudt-Mittendorff, Kariene M.; Westerhof, Gerben J. – Education and Information Technologies, 2020
Whereas blended learning can deliver several benefits to students in higher education, their achievement depends on how exactly it is designed. A participatory design is recommendable to try to meet the needs of all stakeholders. The Persuasive System Design-model can be used to motivate students during the online part of the course. In the design…
Descriptors: Blended Learning, Educational Benefits, Higher Education, Participatory Research
Tambouris, Efthimios; Zotou, Maria; Tarabanis, Konstantinos – Education and Information Technologies, 2014
Traditional education seems to gradually and moderately make way for self-directed and student-centred learning strategies that will efficiently enable students to reach their full potentials and will sufficiently prepare them for their upcoming professional careers. Problem-Based Learning (PBL) is such a strategy, since it enables active…
Descriptors: Instructional Design, Problem Based Learning, Student Projects, Information Technology