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Showing 1 to 15 of 23 results Save | Export
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Fernando Almeida; Zoltan Buzady – Technology, Knowledge and Learning, 2024
This study explores the contribution of serious game teaching technology, such as FLIGBY, to the development of entrepreneurial learning outcomes in the context of an entrepreneurship course in higher education. The sample is composed of 551 students through the construction of a randomized pretest-posttest control group. A quantitative…
Descriptors: Entrepreneurship, Outcomes of Education, Comparative Analysis, Game Based Learning
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Beatriz Chaves-Yuste; Cristina de-la-Peña – TESOL Journal, 2025
Technology, constantly present in current society and education, needs to make use of the most effective digital resources to optimize the teaching-learning process. Despite the growing body of literature on the pedagogical effectiveness of digital resources in a second language (L2) context, limited research has been conducted when working with…
Descriptors: English for Special Purposes, Second Language Instruction, Second Language Learning, Tourism
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Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
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Larsen, Lasse Juel – Educational Media International, 2018
The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with…
Descriptors: Design, Models, Higher Education, Educational Games
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Vargas-Macías, Zulma Liliana; Rodríguez-Hernandez, Ariel Adolfo; Sánchez-Sáenz, Claudia Liliana – GIST Education and Learning Research Journal, 2020
This article is the result of the SGI 2174 project. Its objective is to identify how elements, techniques and mechanics game (gamification) have been implemented, as an ICT-mediated learning strategy for learning and training in the education. A systemic literary review of works on the subject is carried out to contextualize and identify methods,…
Descriptors: Computer Games, Teaching Methods, Learning Strategies, Game Based Learning
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Dolawattha, D. D. M.; Premadasa, H. K. S. – International Journal of Information and Communication Technology Education, 2021
In this study, the authors are concerned about influencing factors on mobile learning tools for the applicable and sustainable mobile learning environment. The authors proposed an impact model with five influencing factors namely usefulness, interactivity, motivation, facilitating conditions, and ease of use. The 60 students and 60 teachers in…
Descriptors: Telecommunications, Handheld Devices, Higher Education, Models
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Joshi, Dirgha Raj; Neupane, Umesh; Joshi, Puspa Raj – Mathematics Teaching Research Journal, 2021
Digital pedagogical skills are essential for teachers dedicated to the ethical and effective use of digital resourcesin blended learning, artificial learning, teaching, communication, collaboration, evaluation, and problem-solving in the era of digitalization. A variety of competency frameworks have been developed for teachers and learners by…
Descriptors: Teaching Methods, Digital Literacy, Technological Literacy, Pedagogical Content Knowledge
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Reyna, Jorge; Hanham, Jose; Meier, Peter – E-Learning and Digital Media, 2017
The notion of students as co-creators of content in higher education is gaining popularity, with an ever-increasing emphasis on the development of digital media assignments. In a separate paper, the authors introduced the Digital Media Literacies Framework, which is composed of three interrelated domains: (1) conceptual, (2) functional, and (3)…
Descriptors: Taxonomy, Multimedia Materials, Electronic Publishing, Student Developed Materials
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Takala, Tuukka M.; Malmi, Lauri; Pugliese, Roberto; Takala, Tapio – Informatics in Education, 2016
In this paper we present our experiences of teaching an annually organized virtual reality (VR) capstone course. We review three iterations of the course, during which a total of 45 students completed the course and 16 VR applications were implemented. Our comparative analysis describes the students' evaluation of the course, the applications…
Descriptors: Curriculum, Simulated Environment, Computer Simulation, Educational Technology
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Kay, Robin Holding; Lauricella, Sharon – Canadian Journal of Learning and Technology, 2014
The purpose of this study was to investigate the benefits and challenges using laptop computers (hereafter referred to as laptops) inside and outside higher education classrooms. Quantitative and qualitative data were collected from 156 university students (54 males, 102 females) enrolled in either education or communication studies. Benefits of…
Descriptors: Laptop Computers, Higher Education, College Students, Computer Software
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Chaves, Rafael Oliveira; von Wangenheim, Christiane Gresse; Furtado, Julio Cezar Costa; Oliveira, Sandro Ronaldo Bezerra; Santos, Alex; Favero, Eloi Luiz – IEEE Transactions on Education, 2015
Software process modeling (SPM) is an important area of software engineering because it provides a basis for managing, automating, and supporting software process improvement (SPI). Teaching SPM is a challenging task, mainly because it lays great emphasis on theory and offers few practical exercises. Furthermore, as yet few teaching approaches…
Descriptors: Computer Software, Computer Science Education, Student Projects, Teaching Methods
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Frederiksen, Karen-Margrete, Ed.; Larsen, Sanne, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2020
Despite the COVID-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Videoconferencing
Association Supporting Computer Users in Education, 2017
The Association Supporting Computer Users in Education (ASCUE) is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as the College and University Eleven-Thirty Users' Group…
Descriptors: Computer Assisted Instruction, Computer Uses in Education, Computer Software, Conferences (Gatherings)
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Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
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