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López-Hernández, Carlos; Lizarraga-Álvarez, Gloria Isabel; Soto-Pérez, Manuel – Accounting Education, 2023
This study presents an empirically validated serious game proposal to cope with the challenges of apathy and lack of security in freshmen studying accounting. A review of the literature on serious games in accounting education found a dearth of studies identifying the factors that promote their effectiveness. Therefore, this study first analyses…
Descriptors: Accounting, Business Administration Education, Experiential Learning, Game Based Learning
Sui, Jinxue; Yang, Li – International Journal of Distance Education Technologies, 2023
It is imperative to bridge the disparity between college students' practical capabilities and professional expectations. To help facilitate such a progression, an electronic engineering course oriented around the Creative Innovation Practice project has been designed with the objectives of student-centric instruction, integration of both…
Descriptors: Blended Learning, Engineering Education, Constructivism (Learning), Experiential Learning
Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
Lakshminarayanan, Srinivasan; Rao, N. J.; G. K., Meghana – Higher Education for the Future, 2021
The introductory programming course, commonly known as CS1 and offered as a core course in the first year in all engineering programs in India, is unique because it can address higher cognitive levels, metacognition and some aspects of the affective domain. It can provide much needed transformative experiences to students coming from a system of…
Descriptors: Transformative Learning, Mastery Learning, Computer Science Education, Programming
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Xiao, Jun; Cao, Mengying; Li, Xuejiao; Hansen, Preben – International Journal of Distance Education Technologies, 2020
Augmented reality tools and applications have been shown to have powerfully impelled the development of the field of education. In this article, the authors designed and developed an augmented reality technology-based courseware "Starry Sky Exploration--Eight Planets in the Solar System" and explored how AR can bring an immersive…
Descriptors: Courseware, Instructional Effectiveness, Computer Simulation, Astronomy
Tong, Duong Huu; Loc, Nguyen Phu; Uyen, Bui Phuong; Cuong, Pham Hung – European Journal of Educational Research, 2020
Methods of education in schools should promote students' activeness, self-awareness, initiative and creativity; be suitable with the characteristics of each class and subject; foster self-study methods, ability to work in groups, practice skills to apply knowledge into practice, and impact emotions to bring joy as well as excitement to students.…
Descriptors: Case Studies, Experiential Learning, Student Attitudes, Teaching Methods
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Chen, Yu-ching – Journal of Educational Computing Research, 2019
Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller's ARCS…
Descriptors: Handheld Devices, Computer Simulation, Mathematics Anxiety, Visual Learning
Abdel-Maksoud, Nahed F. – International Journal of Education and Practice, 2018
Virtualization technology has been around for many years, and its use is increasingly becoming common in education, in general and in computing fields, in particular. This can be attributed partly to its potential to reduce costs, boost efficiency and overcome limited resources through its virtual applications such as servers, storage devices and…
Descriptors: Electronic Learning, Educational Environment, Educational Quality, Instructional Effectiveness
Zelechoski, Amanda D.; Riggs Romaine, Christina L.; Wolbransky, Melinda – Teaching of Psychology, 2017
Given the recent proliferation of undergraduate psychology and law courses, there is an increased need to empirically evaluate effective methods of teaching psycholegal material. The current study used a between- and within-subject design across four higher education institutions (N = 291 students) to evaluate the effectiveness of incorporating…
Descriptors: Undergraduate Students, Experiential Learning, Learning Activities, Psychology
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – Interactive Learning Environments, 2018
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS…
Descriptors: Heritage Education, Cultural Background, Electronic Learning, Educational Technology
Sibthorp, Jim; Schumann, Scott; Gookin, John; Baynes, Sheila; Paisley, Karen; Rathunde, Kevin – Journal of Experiential Education, 2011
A critical element in lifelong learning is the self-regulation of motivation to learn. Learners without motivation to learn lack the drive to actively engage with ideas and content, even if they have the ability to learn. Motivation for sustained engagement can be considered a combination of goal-relevant motivation and experience-defined…
Descriptors: Lifelong Learning, Learning Motivation, Experiential Learning, College Students
Kabilan, Muhammad Kamarul; Kamarudin, Fadzliyati – English Teaching: Practice and Critique, 2010
This article reports on a teacher's experiment with Reader's Theatre (RT), an interactive play reading activity with elements of reading aloud, drama and theatre, for her 20 unmotivated learners of literature in a premier school in Malaysia. Using RT, the students staged Angela Wright's "Potato People". The procedures and design of the…
Descriptors: Foreign Countries, Learning Motivation, Directed Reading Activity, Experiential Learning
Wei, Chun-Wang; Hung, I-Chun; Lee, Ling; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2011
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with flexible, mobile and joyful features. The theoretical foundations of this research include the experiential learning theory, constructivist learning theory and joyful learning. The developed JCLS consists of the robot learning companion (RLC), sensing input…
Descriptors: Foreign Countries, Educational Strategies, Constructivism (Learning), Experiential Learning
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