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Ding, Xinyi; Larson, Eric C.; Doyle, Amanda; Donahoo, Kevin; Rajgopal, Radhika; Bing, Eric – Interactive Learning Environments, 2021
In this paper, we develop a context-aware, tablet-based learning module for adult education. Specifically, we focus on adult education in healthcare-teaching learners to perform a medical screening procedure. Based upon how learners navigate through the learning module (e.g. swipe-speed and click duration, among others), we use machine learning to…
Descriptors: Handheld Devices, Educational Technology, Navigation (Information Systems), Learning Modules
Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio – Interactive Learning Environments, 2017
When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…
Descriptors: Multiple Choice Tests, Drills (Practice), Educational Games, Video Games
White, Peter; Syncox, David; Alters, Brian – Interactive Learning Environments, 2011
Using classroom response systems (clickers) to accumulate grade-points has become a controversial practice as response systems have become more widely used in the last decade. Although some instructors opt to use clickers on a non-grades basis, it has become quite common to reward students for (a) correct answers, (b) participating in clicker…
Descriptors: Constructivism (Learning), Cheating, Grades (Scholastic), Rewards

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