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Lavoue, Elise; Monterrat, Baptiste; Desmarais, Michel; George, Sebastien – IEEE Transactions on Learning Technologies, 2019
In spite of their effectiveness, learning environments often fail to engage users and end up under-used. Many studies show that gamification of learning environments can enhance learners' motivation to use learning environments. However, learners react differently to specific game mechanics and little is known about how to adapt gaming features to…
Descriptors: Educational Games, Educational Environment, Learner Engagement, Time on Task
Romero, Margarida; Barbera, Elena – International Review of Research in Open and Distance Learning, 2011
Along with the amount of time spent learning (or time-on-task), the quality of learning time has a real influence on learning performance. Quality of time in online learning depends on students' time availability and their willingness to devote quality cognitive time to learning activities. However, the quantity and quality of the time spent by…
Descriptors: Electronic Learning, Learning Activities, Distance Education, Online Courses
Wager, Walter – 1982
This second issue of a series on theory, innovation, and practice in andragogy analyzes some of the instructional variables in adult learning and discusses ways to influence the degree of learning through the application of instructional and behavioral technologies. It unites theory and practice, generating recommendations from the abstract…
Descriptors: Adult Basic Education, Adult Development, Adult Education, Adult Learning