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Pradorn Sureephong; Suepphong Chernbumroong; Pakinee Ariya; Kannikar Intawong; Kitti Puritat – Education and Information Technologies, 2024
This study examines the effectiveness of a new approach for a university transition program that uses a location-based game to familiarize first-year students with the university environment during the COVID-19 pandemic. The study involved 775 university students from 15 faculties, 9 from Human and Social Sciences and 6 from Technology and…
Descriptors: Educational Games, Transitional Programs, Student Motivation, Intellectual Disciplines
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Ho, Vinh-Thang; Nakamori, Yoshiteru; Ho, Tu-Bao; Lim, Cher Ping – Education and Information Technologies, 2016
The purpose of this study was to examine the effectiveness of a blended learning model on hands-on approach for in-service secondary school teachers using a quasi-experimental design. A 24-h teacher-training course using the blended learning model was administered to 117 teachers, while face-to-face instruction was given to 60 teachers. The…
Descriptors: Blended Learning, Inservice Teacher Education, Secondary School Teachers, Quasiexperimental Design
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Zahn, Carmen; Schaeffeler, Norbert; Giel, Katrin Elisabeth; Wessel, Daniel; Thiel, Ansgar; Zipfel, Stephan; Hesse, Friedrich W. – Education and Information Technologies, 2014
Mobile phones and advanced web-based video tools have pushed forward new paradigms for using video in education: Today, students can readily create and broadcast their own digital videos for others and create entirely new patterns of video-based information structures for modern online-communities and multimedia environments. This paradigm shift…
Descriptors: Telecommunications, Educational Technology, Video Technology, Technology Uses in Education