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Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
Vilkova, Kseniia – Technology, Knowledge and Learning, 2022
Self-regulated learning (SRL) is a fundamental skill to succeed in Massive Open Online Courses (MOOCs), but many learners do not know how to self-regulate their learning. The need to support SRL in MOOCs led to the idea of social-psychological interventions that promise to improve course performance and decrease dropout rates. However, past…
Descriptors: Online Courses, Metacognition, Comparative Analysis, Intervention
Francisco D. Guillén-Gámez; Ernesto Colomo-Magaña; Andrea Cívico-Ariza; Teresa Linde-Valenzuela – Technology, Knowledge and Learning, 2024
Since the COVID-19 pandemic, the use of digital resources and virtual platforms is even more essential to continue the educational process, either in person or online, affecting all the members involved in the teaching-learning process of the students. Therefore, this study is aimed: (1) to know and compare the digital competence of the agents…
Descriptors: Digital Literacy, Elementary Secondary Education, Preschool Education, Video Games

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