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Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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Ellis, Robert A.; Calvo, Rafael A. – Educational Technology & Society, 2007
This study describes a set of institutional indicators that suggest minimum standards for the quality assurance of learning supported by learning management systems in blended contexts. The indicators are evaluated by comparing seven universities that use a common learning management system to support student learning experiences. The responses to…
Descriptors: Management Systems, Blended Learning, Evaluation, Higher Education
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Tselios, Nikolaos; Stoica, Adrian; Maragoudakis, Manolis; Avouris, Nikolaos; Komis, Vassilis – Educational Technology & Society, 2006
During the last years, development of open learning environments that support effectively their users has been a challenge for the research community of educational technologies. The open interactive nature of these environments results in users experiencing difficulties in coping with the plethora of available functions, especially during their…
Descriptors: Open Education, Field Studies, Problem Solving, Educational Technology