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Showing 1 to 15 of 18 results Save | Export
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Kanyarat Sriwisathiyakun; Chawaporn Dhamanitayaku – Electronic Journal of e-Learning, 2024
In today's technology-driven world, digital citizenship is vital in fostering responsible technology use and essential skills for learning, problem-solving, and community participation. However, a significant focus emerges within digital citizenship--empowering individuals with disabilities. This research addresses this crucial area by…
Descriptors: Hearing Impairments, Digital Literacy, Citizenship, MOOCs
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Tobias Alexander Bang Tretow-Fish; Md. Saifuddin Khalid – Electronic Journal of e-Learning, 2023
This research paper highlights and addresses the lack of a systematic review of the methods used to evaluate Learning Analytics (LA) and Learning Analytics Dashboards (LAD) of Adaptive Learning Platforms (ALPs) in the current literature. Addressing this gap, the authors built upon the work of Tretow-Fish and Khalid (2022) and analyzed 32 papers,…
Descriptors: Learning Analytics, Evaluation Methods, Usability, Design
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Hautopp, Heidi; Buhl, Mie – Electronic Journal of e-Learning, 2021
This paper reports on how drawing as an academic dialogue tool was explored as a crucial actor for driving design processes among humanistic master's students targeting their digital learning designs for online and blended learning contexts. The paper builds on a previous study that investigated students' use of self-produced visualisations during…
Descriptors: Masters Programs, Graduate Students, Design, Online Courses
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Lyk, Patricia Bianca; Majgaard, Gunver; Vallentin-Holbech, Lotte; Guldager, Julie Dalgaard; Dietrich, Timo; Rundle-Thiele, Sharyn; Stock, Christiane – Electronic Journal of e-Learning, 2020
This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The…
Descriptors: Foreign Countries, Design, Computer Simulation, Alcohol Abuse
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Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga – Electronic Journal of e-Learning, 2017
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Descriptors: Design, Multiple Intelligences, Preferences, Learning Modalities
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Hautopp, Heidi; Ejsing-Duun, Stine – Electronic Journal of e-Learning, 2020
This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer-feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is…
Descriptors: Visual Aids, Visualization, Video Technology, Film Production
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Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
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West, Joyce; Malatji, Makwalete Johanna – Electronic Journal of e-Learning, 2021
The integration of technology within higher education, specifically teacher education, has become vital in preparing pre-service teacher for the 21st-century classroom. Literature shows that the integration of technology allows students to engage deeply with content and promote authentic learning. Over two years, pre-service teachers who enrolled…
Descriptors: Educational Technology, Technology Uses in Education, Technology Integration, Higher Education
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Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning
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Busch, Carsten; Claßnitz, Sabine; Selmanagic,, André; Steinicke, Martin – Electronic Journal of e-Learning, 2015
In 2010 1.1 million pupils took private lessons in Germany, with 25% of all German children by the age of 17 having attended paid private lessons at some point in their school career (Klemm & Klemm, 2010). The high demand for support for learning curricular content led us to consider an integrated solution that speeds up both the design of…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Telecommunications
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Kruger, Marlena; Bester, Riana – Electronic Journal of e-Learning, 2014
CTI is an accredited private higher education institution (university) with the Higher Education Council (HEC) in South Africa. Its head office is in Fourways, Johannesburg. CTI has 12 campuses nationwide and offers higher certificates and degrees in commerce and information technology. These BCom and BSc degrees were rolled out to all 12…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Electronic Publishing
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Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald – Electronic Journal of e-Learning, 2016
In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…
Descriptors: Foreign Countries, Undergraduate Students, Educational Games, Sustainability
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Malliarakis, Christos; Satratzemi, Maya; Xinogalos, Stelios – Electronic Journal of e-Learning, 2014
Computer science is continuously evolving during the past decades. This has also brought forth new knowledge that should be incorporated and new learning strategies must be adopted for the successful teaching of all sub-domains. For example, computer programming is a vital knowledge area within computer science with constantly changing curriculum…
Descriptors: Computer Science Education, Educational Games, Computer Games, Programming
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Onguko, Brown Bully – Electronic Journal of e-Learning, 2014
JiFUNzeni blended learning approach is a sustainable approach to provision of professional development (PD) for those in challenging educational contexts. JiFUNzeni approach emphasizes training regional experts to create blended learning content, working with appropriate technology while building content repositories. JiFUNzeni approach was…
Descriptors: Blended Learning, Faculty Development, Sustainability, Educational Technology
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Pløhn, Trygve – Electronic Journal of e-Learning, 2014
Pervasive gaming is a new and emerging gaming genre where the physical and social aspects of the real world are integrated into the game and blends into the player's everyday life. Given the nature of pervasive games, it may be possible to use that type of game as a tool to support learning in a university course by providing a gameplay where the…
Descriptors: Teaching Methods, Design, Educational Technology, Interviews
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