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Showing 1 to 15 of 18 results Save | Export
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Xiangping Cui; Chen Du; Jun Shen; Susan Zhang; Juan Xu – IEEE Transactions on Learning Technologies, 2024
Research shows that gamified learning experiences can effectively improve the outstanding issues of students in online learning, such as lack of continuous motivation and easy burnout, thereby improving the effectiveness of online learning. However, how to enhance the gamified learning experience in online learning, and what impact there is…
Descriptors: Gamification, Learning Experience, Electronic Learning, Instructional Effectiveness
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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
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Joseph Osunde; Liz Bacon; Lachlan Mackinnon – Electronic Journal of e-Learning, 2023
Research has shown that e-learning games do not have the same level of appeal to girls, as they do to boys; particularly in the crucial 11-14 age group. In the United Kingdom, this is typically when they start to make subject choices that impact their future studies and careers. Given the shortage of females who choose computer science as a…
Descriptors: Educational Games, Electronic Learning, Gender Differences, Females
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Xiao-Ming Wang; Wen-Qing Zhou; Gwo-Jen Hwang; Shi-Man Wang; Tong Huang – Educational Technology & Society, 2024
Knowing the factors affecting students' learning achievement in digital learning is a crucial educational issue nowadays. However, recent research has paid less attention to how an individual's internal factors (prior knowledge) influence their learning achievement through cognitive engagement, and previous studies generally employed students'…
Descriptors: Electronic Learning, Prior Learning, Cognitive Processes, Learner Engagement
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Condon, Lara; Machalow, Rowan; Remillard, Janine; Van Steenbrugge, Hendrik; Krzywacki, Heidi; Koljonen, Tuula – North American Chapter of the International Group for the Psychology of Mathematics Education, 2021
We present a typology for characterizing online student-facing mathematics platforms that examines how they position students as learners, exemplified by 9 commonly used platforms. We identify three types of student learning experiences: instruction and practice, practice and support, and conceptual games and activities, and describe each one in…
Descriptors: Mathematics Education, Elementary School Mathematics, Elementary School Students, Electronic Learning
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Kayleen Wood – Accounting Education, 2024
This paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning…
Descriptors: Gamification, Accounting, Business Administration Education, Fundamental Concepts
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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
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Nygren, Eeva; Blignaut, A. Seugnet; Leendertz, Verona; Sutinen, Erkki – Informatics in Education, 2019
Technology-enhanced learning generally focuses on the cognitive rather than the affective domain of learning. This multi-method evaluation of the INBECOM project (Integrating Behaviourism and Constructivism in Mathematics) was conducted from the point of view of affective learning levels of Krathwohl "et al." (1964). The research…
Descriptors: Game Based Learning, Electronic Learning, Mathematics Instruction, Intelligent Tutoring Systems
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Meishar-Tal, Hagit; Ronen, Miky – International Journal of Mobile and Blended Learning, 2017
This paper describes a workshop held as part of preparations for a large scale implementation of a mobile game designed to support learning of the topic "my hometown." The study reveals teachers' attitudes towards the incorporation of smartphones in teaching and learning in school and whether these attitudes changed after experiencing…
Descriptors: Teacher Attitudes, Learning Experience, Electronic Learning, Handheld Devices
Lara, Miguel Angel – ProQuest LLC, 2013
Extant research indicates that, in face-to-face settings, cooperative learning and game-based learning strategies can be effective. However, in online settings (e.g., in distance education), there is a paucity of research in this area. This study was designed to investigate performance and attitudes of university students who played an educational…
Descriptors: Personality Traits, Performance, Computer Games, Electronic Learning
Peled, Shir; Schocken, Shimon – International Association for Development of the Information Society, 2014
The ability to develop engaging simulations and constructive learning experiences using mobile devices is unprecedented, presenting a disruption in educational practices of historical proportions. In this paper we describe some of the unique virtues that mobile learning hold for early age mathematics education. In particular, we describe how…
Descriptors: Electronic Learning, Mathematics Education, Learning Experience, Educational Practices
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Hsu, Yu-Chang; Ching, Yu-Hui – Canadian Journal of Learning and Technology, 2015
Mobile learning has become increasingly popular in the past decade due to the unprecedented technological affordances achieved through the advancement of mobile computing, which makes ubiquitous and situated learning possible. At the same time, there have been research and implementation projects whose efforts centered on developing mobile…
Descriptors: Electronic Learning, Instructional Design, Classification, Models
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Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Social Networks, Cognitive Processes, Professional Development, Active Learning
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del Blanco, Angel; Torrente, Javier; Marchiori, Eugenio J.; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2012
The integration of educational video games in educational settings in general, and e-learning systems in particular, can be challenging for educators. We propose a framework that aims to facilitate educators' participation in the creation and modification of courses that use educational games. Our approach addresses problems identified by previous…
Descriptors: Educational Games, Management Systems, Instructional Design, Electronic Learning
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