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Bulut, Derman; Samur, Yavuz; Cömert, Zeynep – Smart Learning Environments, 2022
In the 2020s, it is clear that children now spend most of their days in front of the screen. During screen time, playing games is one of the most important activities of children. However, technology is developing day by day and innovations are quickly becoming a natural part of life. Therefore, children now need to be creative people who produce…
Descriptors: Grade 5, Grade 6, Creative Thinking, Educational Technology
Feng, Zeping; Lau, Newman; Zhu, Mengxiao; Liu, Mengru; Refati, Rehe; Huang, Xiao; Lee, Kun-pyo – Smart Learning Environments, 2023
In Mainland China, the sports training process of most players is highly homogenized, the convergence of which makes them ineffectively be identified with their individual and specific profile and difficult for them to play the sports according to their strengths and characteristics. Moreover, existing sports training software does not…
Descriptors: Foreign Countries, Youth, Team Sports, Training
Lee, Alwyn Vwen Yen; Tan, Seng Chee; Teo, Chew Lee – Smart Learning Environments, 2023
Utilizing generative artificial intelligence, especially the more popularly used Generative Pre-trained Transformer (GPT) architecture, has made it possible to employ AI in ways that were previously not possible with conventional assessment and evaluation technologies for learning. As educational use cases and academic studies become increasingly…
Descriptors: Artificial Intelligence, Technology Integration, Sustainability, Knowledge Level
Leonardou, Angeliki; Rigou, Maria; Panagiotarou, Aliki; Garofalakis, John – Smart Learning Environments, 2022
The primary question of this study is whether OLM and OSLM mechanisms, when used in a digital game, offer higher motivation. Furthermore, the study investigates whether a game's aesthetics and mechanics support players' intrinsic motivation. Both claims are tested through the design, implementation and pilot use of the Multiplication Game (MG). MG…
Descriptors: Game Based Learning, Student Motivation, Student Attitudes, Video Games
Tlili, Ahmed; Huang, Ronghuai; Shehata, Boulus; Liu, Dejian; Zhao, Jialu; Metwally, Ahmed Hosny Saleh; Wang, Huanhuan; Denden, Mouna; Bozkurt, Aras; Lee, Lik-Hang; Beyoglu, Dogus; Altinay, Fahriye; Sharma, Ramesh C.; Altinay, Zehra; Li, Zhisheng; Liu, Jiahao; Ahmad, Faizan; Hu, Ying; Salha, Soheil; Abed, Mourad; Burgos, Daniel – Smart Learning Environments, 2022
The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While several studies conducted literature reviews to summarize the findings related to the Metaverse in general, no study to the…
Descriptors: Computer Simulation, Technology Uses in Education, Artificial Intelligence, Educational Benefits
Zhang, Xiangling; Tlili, Ahmed; Shubeck, Keith; Hu, Xiangen; Huang, Ronghuai; Zhu, Lixin – Smart Learning Environments, 2021
With the rapid development of information technology, e-books have become convenient for students to improve their learning performance, especially when learning complicated concepts. However, research showed that acceptance of e-books by teachers is fragmented, due to several factors including the e-book design. Therefore, this study combined the…
Descriptors: Open Educational Resources, Electronic Learning, Electronic Publishing, Books