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Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
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Fokides, Emmanuel; Alatzas, Konstantinos – Technology, Knowledge and Learning, 2023
Primary school students have trouble understanding concepts related to fractions. On the other hand, technology constantly provides interesting tools that stimulate students' interest and foster learning. Among these, tangible user interfaces allow users to interact with digital applications through the manipulation of everyday objects. Given that…
Descriptors: Fractions, Mathematics Instruction, Outcomes of Education, Educational Technology
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Lee, Chooi Yeng – Technology, Knowledge and Learning, 2020
The blended learning material of gastrointestinal (GI) pharmacotherapy was noted by students as needed improvement. As pharmacology is the core component of pharmacotherapy, it was hypothesised that improved students engagement with online learning of GI pharmacology will engage and motivate students in the learning of GI pharmacotherapy.…
Descriptors: Blended Learning, Pharmaceutical Education, Pharmacology, Drug Therapy
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Fokides, Emmanuel; Chachlaki, Foteini – Technology, Knowledge and Learning, 2020
The study presents the results from a project in which a 3D multi-user virtual environment was used for informing students on issues related to the protection of the Mediterranean monk seal. The target group was 326, 10-12-years old students divided into three groups. The first one was taught using printed material, the second used a web-based…
Descriptors: Computer Simulation, Simulated Environment, Environmental Education, Conservation (Environment)
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Khlaisang, Jintavee; Songkram, Noawanit – Technology, Knowledge and Learning, 2019
The proliferation of digital media now allows for learning to take place anywhere and anytime. The use of mobile devices and 3D virtual classrooms provides an integrated environment for effective learning. This study aims to examine the necessary factors for developing an effective virtual learning environment (VLE) system and to examine the…
Descriptors: Computer Simulation, Teaching Methods, Instructional Effectiveness, Cooperation