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Rebelo, Sofia; Isaías, Pedro – Journal of Information Technology Education: Research, 2020
Aim/Purpose: As e-Learning becomes increasingly pervasive, students' engagement in online settings emerges as a central challenge, as it is often more demanding to ensure in this context. The core importance of engagement for e-Learning, places a focus on various instruments and strategies that can be deployed to foster its enhancement.…
Descriptors: Educational Technology, Electronic Learning, Learner Engagement, Game Based Learning
Bosede Iyiade Edwards, Editor; Bruno Lot Tanko, Editor; Mustafa Klufallah, Editor; Hassan Abuhassna, Editor; Caleb Chidozie Chinedu, Editor – Lecture Notes in Educational Technology, 2025
This book explores the symbiotic relationship between human learning and machine learning, examining how emerging technologies and human-machine interfaces are reshaping the educational landscape. Organized into four sections with 20 chapters, it provides a multidisciplinary perspective on the dynamic intersection of these twin concepts. Bridging…
Descriptors: Artificial Intelligence, Educational Technology, Technology Uses in Education, Learning
Zakaria, Nur Yasmin Khairani; Hashim, Harwati – TESOL International Journal, 2020
Integration of technology in language learning has become a recommendable initiative for English as Second Language (ESL) instructors. Previous studies have noted remarkable improvement of students' learning through the integration of games in classroom teaching. However, little attention has been given to the integration of games element in…
Descriptors: Foreign Countries, Educational Games, Evaluation Methods, Game Based Learning
Sanmugam, Mageswaran; Selvarajoo, Anurita; David, Jeya Amantha – IAFOR Journal of Education, 2021
Diversified learning is the path to supplement students' needs in the contemporary generation. These students' lives have revolved around technology since birth; as such, the role of technology cannot be ignored. Furthermore, this was prevalent during the lockdown imposed by the global pandemic which compelled the incorporation of educational…
Descriptors: Foreign Countries, Game Based Learning, Student Characteristics, Technology Uses in Education
Günes, Gökhan – Early Child Development and Care, 2022
This study sought an answer to the question whether the digitalization of play is technological mutation or digital evolution. To this end, 14 studies published over the last five years were reviewed and discussed under four themes, namely digital technology and children, parents', and teachers' perceptions of digital technology, screen effects,…
Descriptors: Play, Young Children, Early Childhood Education, Video Games
Tan, Debbita Ai Lin; Lee, Bee Choo; Ganapathy, Malini; Kasuma, Shaidatul Akma Adi – International Journal of Virtual and Personal Learning Environments, 2019
Kahoot! is a gaming system designed for interactive learning and can be utilised for students of all ages. The present study involved two groups of Malaysian ESL students(n = 57) enrolled in a remedial English proficiency course in a public university. All 57 participants were exposed to weekly Kahoot! sessions over a period of one semester; the…
Descriptors: Second Language Learning, Foreign Countries, English (Second Language), Student Attitudes
Jalaluddin, Ilyana; Darmi, Ramiza; Ismail, Lilliati – Asian Journal of University Education, 2021
This repeated measure experiment study aimed to explore LINUS students or Low Achiever (LA) students' improvement in learning English language vocabularies using Mobile Augmented Visual Reality (MAVR). It specifically tried to analyse the effect of MAVR on the English vocabulary development of 45 primary school students from the LINUS programme in…
Descriptors: Computer Simulation, Telecommunications, Handheld Devices, Elementary School Students
Azid, Nurulwahida; Yusoff, Nuraini; Rawian, Rafizah; Sabarudin, Nuryazida; Ishak, Mohd Zaini – International Journal of Instruction, 2020
In this study, an interactive pedagogical tool -- Cerdik BM Series 1 was created using the Adobe Flash CS6 Software. This tool was developed to assist students' difficulties in Malay Language literacy skills as one of the ways to support the Literacy and Numeracy Screening (LINUS) programme. This application highlighted the importance of multiple…
Descriptors: Indonesian Languages, Computer Uses in Education, Literacy, Multiple Intelligences
Ng, Mun Pei; Alias, Norlidah; Dewitt, Dorothy – Malaysian Journal of Learning and Instruction, 2022
Purpose: Gamification is an effective method to boost students' academic achievement and engagement in second language learning. This study aimed to test the effectiveness of the gamification application, Class Dojo, among Year 4 pupils who are learning Mandarin as a Second Language (MSL). It also sought to investigate how the MSL learners became…
Descriptors: Mandarin Chinese, Diaries, Comparative Analysis, Second Language Learning
Mat Husin, Mohd Zulfadli; Azmuddin, Ruhil Amal – Educational Process: International Journal, 2022
Background/purpose: Game-based learning is becoming increasingly popular among educators in higher institutions. However, it can be a daunting task for educators to ascertain which of the currently available game-based learning platforms best suits their learners' needs. This study explored the suitability of Kahoot! as one of the most commonly…
Descriptors: Learner Engagement, English (Second Language), Second Language Learning, Second Language Instruction
Bakri, Syah Runniza Ahmad; Liew, Chin Ying; Chen, Chee Khium; Tuh, Moi Hua; Ling, Siew Ching – Asian Journal of University Education, 2020
Sketching the graph of mathematical functions using derivatives is a challenging task for undergraduate students who enrol for the first level of calculus course. Before graph plotting, students are required to perform a thorough function analysis using the concepts learned in differentiation. They are then expected to solicit the results obtained…
Descriptors: Calculus, Mathematics Instruction, College Mathematics, Undergraduate Students
Bikar, Soon Singh; Sharif, Sabariah; Talin, Rosy; Rathakrishnan, Balan – Review of International Geographical Education, 2020
Recent trends show the number of students studying geography in upper secondary school is declining. Among the reasons identified is that geography is perceived as a very tedious and difficult subject to study. With the rapid development of technology in the twenty-first century, the use of multi-media tools and technologies in education have…
Descriptors: Student Attitudes, Attitude Change, Secondary School Students, Student Motivation
Saman, Fadhlina Izzah; Shariff, Nor Fahira Mhd.; Nasaruddin, Nor Intan Shafini – Asian Journal of University Education, 2019
Hearing loss is a type of disability where people who suffer from it could not hear a sound or can only listen to a sound with certain levels. People with hearing loss use sign language to communicate with others and to help them in their learning process. For this study, an interview and survey were conducted with teachers and students from SK…
Descriptors: Hearing Impairments, Deafness, Sign Language, Language Skills
Salleh, Muhamad Furkan Mat; Rauf, Rose Amnah Abd. Rauf; Saat, Rohaida Mohd; Ismail, Mohamad Hisyam – Asian Journal of University Education, 2022
This qualitative study sought to explore Malaysian novice chemistry teachers' experiences in teaching mixed-ability students during their teaching practicum, focusing on their instructional strategies for dealing with those learners in the class. The researchers employed purposive sampling to select 12 trainee teachers to be involved in…
Descriptors: Foreign Countries, Chemistry, Science Instruction, Science Teachers
Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning

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