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Palová, Dana; Vejacka, Martin – European Journal of Educational Research, 2022
The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today's students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented…
Descriptors: Game Based Learning, Student Motivation, Integrated Learning Systems, Foreign Countries
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Sahin, Muhittin; Yurdugül, Halil – Technology, Knowledge and Learning, 2022
Learning Management Systems are web-based systems in which learners can interact with content/learning resources and assessments, as well as other learners and instructors. LMSs have been widely used especially since the beginning of the information age. In the context of this study, the aim was to determine the expectations and needs of the…
Descriptors: Integrated Learning Systems, Student Needs, Educational Technology, Technology Uses in Education
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Balci, Sebiha; Secaur, Jonathan M.; Morris, Bradley J. – Education and Information Technologies, 2022
Gamification, or the intentional use of gaming elements in non-game contexts, has been touted as a promising tool to improve educational outcomes in online education, yet the evidence regarding why it might work and its effectiveness is inconclusive. One reason is that previous research has often included several gamification tools together,…
Descriptors: Academic Achievement, Program Effectiveness, Student Motivation, Game Based Learning
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Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education
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Call, Tristan; Fox, Erik; Sprint, Gina – IEEE Transactions on Education, 2021
Contribution: Research has shown that computer science (CS) students who start programming assignments (PAs) early generally receive higher grades. This article presents and evaluates a gamification approach that utilizes software engineering tools to motivate CS students to start and finish PAs earlier. Background: CS can be difficult to learn…
Descriptors: Game Based Learning, Computer Software, Engineering, Computer Science Education
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Raharjo, Satrio Raffani; Handayani, Putu Wuri; Putra, Panca Oktavia Hadi – Electronic Journal of e-Learning, 2021
E-learning through a learning management system (LMS) is expected to be a solution to the needs of distance learning, especially during a pandemic situation. However, learning through an LMS can lead to a lack of focus, reduced classroom efficiency, and a feeling of boredom for the user. One solution to this problem is to use gamification (e.g.,…
Descriptors: Active Learning, Game Based Learning, Integrated Learning Systems, Electronic Learning
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Goundar, Munil Shiva; Kumar, Bimal Aklesh – Education and Information Technologies, 2022
Higher education institutes are continuously exploiting technology to improve the delivery of courses. This paper reviews the use of mobile learning applications in higher education institutes to; i) identify publication trends, ii) types of mobile learning applications used, and iii) categorize the research papers published. The applied method is…
Descriptors: Electronic Learning, Technology Uses in Education, Higher Education, Computer Oriented Programs
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Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
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Abdullah, Muhammad Ilyas; Inayati, Dian; Karyawati, Ninik Nurlaila – Journal of Education and Learning (EduLearn), 2022
Education sector is heavily affected by COVID-19 pandemic, leading to reduced learning motivation among students. Factors including dismal learning environment, stress, and anxiety are believed to be the reasons of students' lower motivation among students. This study investigated the use of Nearpod in an elementary school to improve student…
Descriptors: Learning Motivation, Elementary School Students, Game Based Learning, Distance Education
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Barna, Balázs; Fodor, Szabina – International Association for Development of the Information Society, 2019
Using an e-learning system as an educational tool has become a common practice among university courses. A well-structured e-learning system can not only support the course as a storage place of materials but can help the students to learn the given subjects. The Moodle (Modular Object-Oriented Dynamic Learning Environment) e-learning environment…
Descriptors: Educational Technology, Technology Uses in Education, College Students, Integrated Learning Systems
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Poondej, Chanut; Lerdpornkulrat, Thanita – Interactive Technology and Smart Education, 2019
Purpose: This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and…
Descriptors: Electronic Learning, Integrated Learning Systems, Student Motivation, Learner Engagement
Reeves, Thomas; Romine, William; Laffey, James; Sadler, Troy; Goggins, Sean – Grantee Submission, 2020
Mission HydroSci (MHS) is a 3D game-based learning environment and curriculum that supports middle school student learning of water systems science and scientific argumentation. MHS is a rigorous, coherent and engaging 6 to 8-day curriculum with all learning activities and social interactions taking place in the virtual world and with teachers…
Descriptors: Distance Education, Game Based Learning, Computer Simulation, Middle School Students
Joosten, Tanya; Lee-McCarthy, Kate; Harness, Lindsey; Paulus, Ryan – Online Learning Consortium, 2020
Underrepresented students enrolled in postsecondary educational institutions in the U.S. are faced with key barriers and challenges that have created an equity gap. By considering the needs of underrepresented students, faculty and institutions are able to implement digital course ware solutions to take a step towards closing the equity gap and…
Descriptors: Electronic Learning, Educational Innovation, Educational Trends, Technology Uses in Education
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Buczek-Zawila, Anita – Teaching English with Technology, 2021
The study focuses on the process of assessing (a micro-skill) goal attainment in EFL pronunciation course via measures which can foster different students' attitudes and self-perceptions. Standard (pen-and-paper) tests offer immediate evidence of success but they put heavy demands on students' cognitive, performance and stress-controlling skills.…
Descriptors: Student Needs, Student Evaluation, English (Second Language), Second Language Instruction
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Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
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