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Ofosu-Ampong, Kingsley – Journal of Educational Technology Systems, 2020
This article examines gamification literature on education since 2011. Using highlighted themes from Kirriemuir and McFarlane's review on games and education as a starting point, the study identified 32 published papers. Furthermore, the study evaluated and identified previous conceptual and methodological approaches for evaluating gamification in…
Descriptors: Game Based Learning, Educational Games, Educational Trends, Educational Research
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Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
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Battal, Ali; Afacan Adanir, Gülgün; Gülbahar, Yasemin – Journal of Educational Technology Systems, 2021
The computer science (CS) unplugged approach intends to teach CS concepts and computational thinking skills without employing any digital tools. The current study conducted a systematic literature review to analyze research studies that conducted investigations related to implementations of CS unplugged activities. A systematic review procedure…
Descriptors: Computer Science Education, Programming, Teaching Methods, Concept Teaching
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O'Brien, Kelsey; Pitera, Jenna – Journal of Educational Technology Systems, 2019
As technology advances at an unprecedented rate and the job market continually evolves, educators are challenged with effectively engaging students and preparing them for success after graduation. The current landscape requires a shift from lecture-based, content-focused instruction to hands-on, student-centered techniques that foster lifelong…
Descriptors: Game Based Learning, Learner Engagement, Active Learning, 21st Century Skills
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Kanika; Chakraverty, Shampa; Chakraborty, Pinaki – Journal of Educational Technology Systems, 2020
Courses on computer programming are included in the curricula of almost all engineering disciplines. We surveyed the research literature and identified the techniques that are commonly used by instructors for teaching these courses. We observed that visual programming and game-based learning can enhance computational thinking and problem-solving…
Descriptors: Teaching Methods, Programming, Computer Science Education, Robotics