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Sasha Ruffins – ProQuest LLC, 2023
The effect of gamified elements among adult learners in online post-secondary education classrooms is essential to determining the needs of each learner and if they vary from generation to generation and affect their playful experience and academic success. The gap in research exists as this is yet to be determined. The research questions tested…
Descriptors: Gamification, Electronic Learning, Play, Generational Differences
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Lohnes Watulak, Sarah – British Journal of Educational Technology, 2012
While there is little doubt that technology is, in many ways, central to the college student experience today, the expectations of students and colleges vis-a-vis technology may not always be the same. This research explores the role of technology in the lives of today's college students, particularly within the institutional context of the…
Descriptors: Academic Discourse, Undergraduate Students, Discourse Analysis, Student Experience
Jones, Virginia R. – Techniques: Connecting Education and Careers (J3), 2012
The Millennial Generation is a subject of paramount interest for 21st-century educators. It is a generation unlike its predecessors, with some stating it is the most intelligent consumer generation in history. Experts in the fields of neurobiology and psychology have found that Millennial brains may actually be "physically different" because of…
Descriptors: Educational Change, Study Habits, Age Groups, Technology Integration