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Chuang Chen; Nurullizam Jamiat; Siti Nazleen Abdul Rabu; Yongchun Mao – Education and Information Technologies, 2024
Gamified interactive e-books can make the learning process more interactive, enjoyable, and personalized by incorporating game elements into the educational content, thus increasing student engagement and retention in the flipped classroom. However, scholars have pointed out that learning with game elements that may lead to poor learning outcomes.…
Descriptors: Grade 6, Mathematics Education, Flipped Classroom, Teaching Methods
Editorial Projects in Education, 2024
Ensuring equitable access to high-quality literacy intstruction is essential for all students. This Spotlight explores innovative strategies and resources to support diverse learners, including those with dyslexia and struggling readers. From leveraging technology to utilizing audoibooks, these articles offer valuable insights. Discover the…
Descriptors: Literacy Education, Access to Education, Access to Computers, Dyslexia
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Kesik, Cengiz; Bas, Ozlem – International Online Journal of Primary Education, 2022
The main purpose of this research is to examine the effect of the technology integration model-based application example on some reading variables of primary school freshmen. For this purpose, the research was designed in a single-group post-test weak experimental design and a single-group pre-test-post-test weak experimental design. The study…
Descriptors: Teaching Methods, Technology Uses in Education, Models, Reading Skills
Chary, Mamatha; McEldoon, Katherine; Churaman, Tanya – Pearson, 2023
Pearson's Learning Foundations describe the optimal conditions for learning and reflect the learner experience Pearson hopes their products will create. Pearson does this by incorporating the Learning Design Principles. Each of the Learning Design Principles goes into detail about a key principle, supporting product design and marketing by…
Descriptors: Educational Principles, Learning, Educational Technology, Technology Uses in Education