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Costley, Jamie; Lange, Christopher – Electronic Journal of e-Learning, 2016
Instructional design is important as it helps set the discourse, context, and content of learning in an online environment. Specific instructional design decisions do not only play a part in the discourse of the learners, but they can affect the learners' levels of satisfaction and perceived learning as well. Numerous studies have shown the value…
Descriptors: Foreign Countries, Undergraduate Students, Online Courses, Electronic Learning
Busch, Carsten; Claßnitz, Sabine; Selmanagic,, André; Steinicke, Martin – Electronic Journal of e-Learning, 2015
In 2010 1.1 million pupils took private lessons in Germany, with 25% of all German children by the age of 17 having attended paid private lessons at some point in their school career (Klemm & Klemm, 2010). The high demand for support for learning curricular content led us to consider an integrated solution that speeds up both the design of…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Telecommunications
Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander – Electronic Journal of e-Learning, 2017
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Descriptors: Gender Differences, Cultural Differences, Cultural Background, Educational Games
Stubbé, Hester; Badri, Aiman; Telford, Rebecca; van der Hulst, Anja; van Joolingen, Wouter – Electronic Journal of e-Learning, 2016
E-Learning Sudan (ELS) is a custom-built computer/tablet game that provides alternative learning opportunities to Sudanese children who are excluded from education. Unique in ELS is that children can learn mathematics, in their own remote village, without a teacher. This research study assessed the effectiveness of ELS in two pilots through a…
Descriptors: Foreign Countries, Access to Education, Mathematics Instruction, Rural Areas
Yap, Wei-Li; Neo, Mai; Neo, Tse-Kian – Electronic Journal of e-Learning, 2016
In Malaysia, traditional teaching is still a common approach among many lecturers. There have been many studies that have reported its limitations and many lecturers have started to adopt a more learner-centred teaching approach to promote better learner understanding and learner motivation. Throughout this effort, it is noticed there are…
Descriptors: Student Centered Learning, Student Motivation, Case Studies, Postsecondary Education
Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Hew, Khe Foon; Cheung, Wing Sum – Electronic Journal of e-Learning, 2012
Contemporary discussions of education in blended-learning environments increasingly emphasize the social nature of learning which emphasizes interactions among students, or among students and instructors. These interactions can occur asynchronously using a text based discussion forum. A text-based discussion forum, however, may not work well for…
Descriptors: Computer Mediated Communication, Discussion Groups, Undergraduate Students, Test Theory
De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
Shen, Pei-Di; Lee, Tsang-Hsiung; Tsai, Chia-Wen – Electronic Journal of e-Learning, 2007
Contrary to conventional expectations, the reality of computing education in Taiwan's vocational schools is not so practically oriented, and thus reveals much room for improvement. In this context, we conducted a quasi-experiment to examine the effects of applying web-based problem-based learning (PBL), web-based self-regulated learning (SRL), and…
Descriptors: Problem Based Learning, Computer Literacy, Web Based Instruction, Foreign Countries