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Rachelle Emily Rawlinson; Nicola Whitton – Electronic Journal of e-Learning, 2024
The increasingly neoliberal course of Higher Education is linked to rises in student anxiety around assessment and increased fear of the consequences of failure. Making mistakes is an inevitable part of any learning process (and of life generally) and managing failure in a productive and positive way is crucial for success and wellbeing beyond…
Descriptors: Educational Games, Play, Failure, Learning Processes
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Gonzalo Alfonso Beltrán Alvarado; Adriana Patricia Huertas Bustos – Electronic Journal of e-Learning, 2024
The main objective of this study was the design and validation of a mobile learning environment (ML) based on Augmented Reality (AR) visualization with the purpose of developing skilled trades in the field of carpentry in indigenous populations. A pedagogical model focused on lifelong learning was used, in order to promote the acquisition of…
Descriptors: Indigenous Populations, Physical Environment, Simulated Environment, Synthesis
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Souabi, Sonia; Retbi, Asmaâ; Idrissi, Mohammed Khalidi; Bennani, Samir – Electronic Journal of e-Learning, 2021
E-learning is renowned as one of the highly effective modalities of learning. Social learning, in turn, is considered to be of major importance as it promotes collaboration between learners. For properly managing learning resources, recommender systems have been implemented in e-learning to enhance learners' experience. Whilst recommender systems…
Descriptors: Artificial Intelligence, Information Systems, Electronic Learning, Social Development
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Pingmuang, Pawarit; Koraneekij, Prakob – Electronic Journal of e-Learning, 2022
The purposes of this research were 1) to study the user experience and needs of EFL students and teachers in learning English writing skills; 2) t to design and develop a mobile-assisted language learning (MALL) application, teaching writing procedure, and writing activities; and 3) to implement a MALL application and, teaching writing procedure…
Descriptors: Handheld Devices, Second Language Learning, Gamification, Writing Skills
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Manurung, Elvy Maria; Purwadi, Yohanes Slamet; Sugiharto, Ignatius Bambang – Electronic Journal of e-Learning, 2022
Digital culture has penetrated most aspects of our lives. Yet it has also dragged us into paradoxical situations and profound uncertainty. This, in turn, requires digital learning process that is capable of fostering mature individuals characterized by specific creativity; the kind of creativity rooted in prudence, deep insight into life as well…
Descriptors: Foreign Countries, Electronic Learning, Learning Processes, Creativity
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Wijaya, Adi; Setiawan, Noor Akhmad; Shapiai, Mohd Ibrahim – Electronic Journal of e-Learning, 2023
This study aims to provide a comprehensive overview of the current state and potential future research in learning style detection. With the increasing number and diversity of research in this area, a quantitative approach is necessary to map out current themes and identify potential areas for future research. To achieve this goal, a bibliometric…
Descriptors: Bibliometrics, Cognitive Style, Diagnostic Tests, Content Analysis
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Mystakidis, Stylianos; Berki, Eleni; Valtanen, Juri – Electronic Journal of e-Learning, 2019
Life-long learning is currently being embraced as a central process that could disrupt traditional educational paths. Apparently, the (ideal) type of learning often promoted is deep and meaningful learning, though it is not always required to be so. Deep learning goes beyond superficial knowledge assimilation of unlinked facts; it aims at…
Descriptors: Blended Learning, Distance Education, Quality Assurance, Educational Quality
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Wan, Kelvin; King, Vivian; Chan, Kevin – Electronic Journal of e-Learning, 2021
Game-Based Learning (GBL) has been recognized as an essential tool for motivating students to engage in active and constructive learning. While there is a link between GBL and learning outcomes, current research evidence tends to undermine the interrelationships of concepts and oversimplify flow experience in the context of GBL. This study adopted…
Descriptors: Metacognition, Game Based Learning, Student Motivation, Correlation
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Jorietha Hugo; Ronel Callaghan; Johannes Cronje – Electronic Journal of e-Learning, 2024
Emerging technologies are transforming educational practices, but successful integration requires improving the quality and efficiency of learning. New technology emerges in hype cycles but adoption and performance lag over time. A strategy development framework is needed for decision-makers to understand the complex interaction of all the factors…
Descriptors: Strategic Planning, Educational Technology, Research Design, Technology Uses in Education
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Fernando Castelló-Sirvent; Vanessa Roger-Monzó; Ricardo Gouveia-Rodrigues – Electronic Journal of e-Learning, 2024
In recent years, academic interest in new developments in Artificial Intelligence (AI) and its ethical challenges in higher education has increased. The new emerging technologies that have become popular among the university community in recent times require an exhaustive study to evaluate their impact on academic integrity and plagiarism. The…
Descriptors: Ethics, Higher Education, Artificial Intelligence, Computer Software
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Metruk, Rastislav – Electronic Journal of e-Learning, 2020
MALL (Mobile assisted language learning) affords new opportunities for EFL (English as a foreign language) learners and teachers. Research on MALL is still in its infancy in Slovakia, and this paper attempts to fill in this gap by examining students' perception and attitudes towards the use of smartphones for the purposes of learning and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Telecommunications
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Rovithis, Emmanouel; Floros, Andreas; Moustakas, Nikos; Vogklis, Konstantinos; Kotsira, Lily – Electronic Journal of e-Learning, 2019
Educational practices are constantly adjusting to technological advances, in order to improve their effectiveness in delivering knowledge and preparing students for the challenges of modern digital society. Electronic games and augmented reality environments are two such media that can shape powerful modes of interactive and immersive experiences.…
Descriptors: Game Based Learning, Computer Games, Computer Simulation, Interaction
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Luef, Eva Maria; Ghebru, Bethel; Ilon, Lynn – Electronic Journal of e-Learning, 2019
Use and development of applications for smartphones (so-called 'apps') continue to rise, and it comes as no surprise that language learning apps (such as Google Translate) are immensely popular among the younger generation. But, do these apps actual help students learn a language and, if so, how is apps usage influenced by the proficiency of the…
Descriptors: Second Language Learning, Second Language Instruction, Computer Software, Telecommunications
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Howard, Lyz – Electronic Journal of e-Learning, 2016
As an experienced face-to-face teacher, working in a small Crown Dependency with no Higher Education Institute (HEI) to call its own, the subsequent geographical and professional isolation in the context of Networked Learning (NL), as a sub-set of eLearning, calls for innovative ways in which to develop self-reliant methods of professional…
Descriptors: Ethnography, Cooperative Learning, Computer Assisted Instruction, Faculty Development
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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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