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Designing Art Museum E-Learning Resources for Children: Content Analysis from Education Perspectives
Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Tiemann, Rüdiger; Annaggar, Amany – Interactive Learning Environments, 2023
This paper proposes a framework for designing digital environments and illustrates this framework using the example of a video game (Alchemist). The increasing importance of digital environments for educational systems (e.g. for teaching and assessing twenty-first century skills) makes it necessary to have standards for their quality. These…
Descriptors: Video Games, Educational Games, Technology Uses in Education, Problem Solving
Mauricio E. Reyes; Ricardo Cruz; Ivan Meza – Interactive Learning Environments, 2024
In this work, we study the feeling of membership in undergraduate students who interact with their higher education institution through a virtual environment. We explore the "Centro de Investigaciones en Diseño Industrial" (CIDI) case, in which a virtual environment was built using the Roblox platform to enhance the online experience…
Descriptors: Foreign Countries, Undergraduate Students, Distance Education, Electronic Learning
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Hung-Yu Chan; Shu-Wei Liu; Huei-Tse Hou – Interactive Learning Environments, 2024
This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The game features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism with realistic story and historical scenes, allowing learners to engage in strategic planning and problem solving during a…
Descriptors: Educational Games, Scaffolding (Teaching Technique), Electronic Learning, Play
Hwang, Gwo-Jen; Chang, Ching-Yi – Interactive Learning Environments, 2023
Training nursing students to make correct decisions when facing various nursing cases is an important and challenging objective. In the Objective Structured Clinical Examination (OSCE) program for nursing students, the educational aim is not only nursing skills, but also critical thinking for making correct decisions and treatments. In this study,…
Descriptors: Foreign Countries, Nursing Students, Nursing Education, Game Based Learning
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Lo, Chung Kwan; Hew, Khe Foon – Interactive Learning Environments, 2020
This study examines Grade 9 students' mathematics achievement and cognitive engagement under three different instructional approaches: traditional learning, flipped learning with gamification, and online independent study with gamification. The duration of the study lasted an entire school year. The central theories underpinning flipped learning…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Secondary School Mathematics
Sun, Zhong; Yao, Xiajing; You, Jiaxin; Du, Wenli; Luo, Liming – Interactive Learning Environments, 2018
This study aimed to explore the features of mobile learning behaviors among Chinese elementary school students, and relationships between mobile learning behaviors and personal characteristics in mobile learning environment. The current study designed and developed a game-based educational mobile environment and conducted an experimental research.…
Descriptors: Foreign Countries, Elementary School Students, Electronic Learning, Student Characteristics
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
Novak, Elena; Johnson, Tristan E.; Tenenbaum, Gershon; Shute, Valerie J. – Interactive Learning Environments, 2016
The study explored instructional benefits of a storyline gaming characteristic (GC) on learning effectiveness, efficiency, and engagement with the use of an online instructional simulation for graduate students in an introductory statistics course. A storyline is a game-design element that connects scenes with the educational content. In order to…
Descriptors: Teaching Methods, Statistics, Educational Games, Instructional Effectiveness
Hummel, Hans; Geerts, Walter; Slootmaker, Aad; Kuipers, Derek; Westera, Wim – Interactive Learning Environments, 2015
Serious games are seen to hold potential to facilitate workplace learning in a more dynamic and flexible way. This article describes an empirical study into the feasibility of an online collaboration game that facilitates teachers-in-training to deal with classroom management dilemmas. A script to support these students in carrying out such…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Electronic Learning