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Magnussen, Rikke; Hansen, Sidse Damgaard; Planke, Tilo; Sherson, Jacob Friis – Electronic Journal of e-Learning, 2014
This paper presents results from the design and testing of an educational version of Quantum Moves, a Scientific Discovery Game that allows players to help solve authentic scientific challenges in the effort to develop a quantum computer. The primary aim of developing a game-based platform for student-research collaboration is to investigate if…
Descriptors: Educational Games, Student Participation, Scientific Research, Active Learning
Hall, Marion; Nix, Ingrid; Baker, Kirsty – Electronic Journal of e-Learning, 2013
In the current digital environment, it is vital for learners to develop digital literacy skills. The UK's Quality Assurance Agency for Higher Education (HE) requires graduates to demonstrate digital literacy. Employers consider these skills essential. With the high cost of HE in the UK, learners themselves also expect university courses to…
Descriptors: Skill Development, Student Experience, Student Attitudes, Higher Education
Bentley, Yongmei; Shegunshi, Anjali; Scannell, Mike – Electronic Journal of e-Learning, 2010
This paper reports the findings from an investigation into the distance learning support systems of a UK University's overseas MBA programme. This programme is provided to several countries around the world in alliance with the overseas' local higher educational institutions (HEIs), and is delivered primarily via online courses, but also with…
Descriptors: Distance Education, Online Courses, Learning Experience, Evaluation
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
Aborisade, Peter – Electronic Journal of e-Learning, 2009
A regular feature of the Nigerian tertiary education context is large numbers of students crammed into small classrooms or lecture theatres. This context had long begged for the creation of innovative learning spaces and adoption of engaging pedagogies. Recourse to technology support and experimenting with the WIKI as a learning tool at the…
Descriptors: Feedback (Response), Observation, Second Languages, Cooperative Learning
Hilliard, Alan – Electronic Journal of e-Learning, 2006
The "virtual mobility" project was created as part of a joint Canadian and European Commission funded project to explore cross-cultural clinical curricular developments in the radiation sciences. The aim of the project was to facilitate student learning of the cross-cultural differences in the delivery of healthcare within the…
Descriptors: Foreign Countries, Science Course Improvement Projects, Online Courses, Health Education