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Matute-Vallejo, Jorge; Melero-Polo, Iguácel – Australasian Journal of Educational Technology, 2019
This study aimed to empirically predict the degree of acceptance of an online business simulation game in an educational context. To do so, this study proposed an extended technology acceptance model that includes variables such as perceived enjoyment and flow. In addition, the moderating role of students' personal innovativeness in the technology…
Descriptors: Foreign Countries, Undergraduate Students, Business Administration Education, Computer Games
Tan, Meng; Hew, Khe Foon – Australasian Journal of Educational Technology, 2016
In this study, we investigated how the use of meaningful gamification affects student learning, engagement, and affective outcomes in a short, 3-day blended learning research methods class using a combination of experimental and qualitative research methods. Twenty-two postgraduates were randomly split into two groups taught by the same…
Descriptors: Blended Learning, Teaching Methods, Experimental Groups, Control Groups
Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation

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