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Tang, Stephen; Hanneghan, Martin; Carter, Christopher – Electronic Journal of e-Learning, 2013
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
Descriptors: Models, Engineering, Instructional Design, Computer Games
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Stevenson, Michael; Hedberg, John; Highfield, Kate; Diao, Mingming – Electronic Journal of e-Learning, 2015
In many K-12 and higher education contexts, the use of smart mobile devices increasingly affords learning experiences that are situated, authentic and connected. While earlier reviews of mobile technology may have led to criticism of these devices as being largely for consumption, many current uses emphasize creativity and productivity, with…
Descriptors: Information Technology, Technology Uses in Education, Criticism, Creativity
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
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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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Kurilovas, Eugenijus; Dagiene, Valentina – Electronic Journal of e-Learning, 2009
The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…
Descriptors: Electronic Learning, Evaluation Criteria, Electronic Libraries, Evaluation Methods
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Fabricatore, Carlo; Lopez, Ximena – Electronic Journal of e-Learning, 2012
This study explored the potential of digital games as learning environments to develop mindsets capable of dealing with complexity in the domain of sustainability. Building sustainable futures requires the ability to deal with the complex dynamics that characterize the world in which we live. As central elements in this system, we must develop the…
Descriptors: Foreign Countries, Educational Games, Computer Games, Problem Solving
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Limanauskiene, Virginija; Stuikys, Vytautas – Electronic Journal of e-Learning, 2009
With the expansion of e-learning, the understanding and evaluation of already created e-learning environments is becoming an extremely important issue. One way to dealing with the problem is analysis of case studies, i.e. already created environments, from the reuse perspective. The paper presents a general framework and model to assess UNITE, the…
Descriptors: Electronic Learning, Communication Problems, Computer Assisted Instruction, Editing
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Wessa, Patrick – Electronic Journal of e-Learning, 2009
This paper discusses the implementation of a new e-learning environment that supports non-rote learning of exploratory and inductive statistics within the pedagogical paradigm of social constructivism. The e-learning system is based on a new computational framework that allows us to create an electronic research environment where students are…
Descriptors: Electronic Learning, Feedback (Response), Constructivism (Learning), Learning Strategies