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Tang, Stephen; Hanneghan, Martin – Journal of Interactive Learning Research, 2011
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
Descriptors: Computer Software, Educational Technology, Teaching Methods, Computer Uses in Education
Savill-Smith, Carol; Kent, Phillip – 2003
The m-learning project is a 3-year, pan-European research and development study which aims to use portable technologies to provide learning experiences relating to literacy and numeracy skill development for young adults aged 16-24 who are outside full-time formal education settings, and to promote the development and achievement of lifelong…
Descriptors: Access to Education, Cognitive Style, Computer Software Selection, Computer Uses in Education