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Yeh, Ching-Hsuan; Wang, Yi-Shun; Wang, Yu-Min; Liao, Ting-Jun – Interactive Learning Environments, 2023
Mobile phones are now used ubiquitously in everyday life around the world. However, using mobile devices for learning activities (i.e. m-learning) is not as popular as initially expected. This study explores the factors that affect m-learning apps acceptance among mobile phone users and investigates how personality, readiness, and motivation…
Descriptors: Handheld Devices, Educational Technology, Gamification, Electronic Learning
Shi, Yaoyao – Interactive Learning Environments, 2023
The study is devoted to the search for technological solutions to improve and modernize music education aimed at developing fundamental skills of vocal mastery. Optimum technological solutions were identified in order to improve and modernize music education, the functional features of which provide students with the opportunity to master auditory…
Descriptors: Handheld Devices, Telecommunications, Internet, Electronic Learning
Haruna, Hussein; Zainuddin, Zamzami; Okoye, Kingsley; Mellecker, Robin R.; Hu, Xiao; Chu, Samuel Kai Wah; Hosseini, Samira – Interactive Learning Environments, 2023
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on…
Descriptors: Gamification, Game Based Learning, Sex Education, Sexuality
Zhisheng Chen – Interactive Learning Environments, 2024
This study aims to explore how the Metaverse platform could be applied to the field of online education, the benefits it brings, and the challenges posed by the application of Metaverse to online education. The study analyzes the benefits of immersive learning brought about by Metaverse and its potential to save education costs, enhance efficiency…
Descriptors: Technology Uses in Education, Electronic Learning, Artificial Intelligence, Cost Effectiveness
Ramírez-Donoso, Luis; Pérez-Sanagustín, Mar; Neyem, Andrés; Alario-Hoyos, Carlos; Hilliger, Isabel; Rojos, Felipe – Interactive Learning Environments, 2023
Over the past years, higher education institutions have been exploring different mechanisms to adapt their learning and teaching practices to increase students' engagement. One of the proposals has been to reuse Massive Online Open Courses (MOOCs) as Small Online Private Courses (SPOCs), or as complementary resources in traditional courses through…
Descriptors: Technology Uses in Education, Electronic Learning, Cooperative Learning, Gamification
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students

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