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Özge Kaya; Kader Sürmeli – Online Submission, 2024
This study investigated how history education can be transferred to the virtual world in line with aesthetic and reality concerns through computer-aided design programs and how this transfer can contribute to the instructiveness of historical science. The study hypothesized that advanced technologies enable more effective visualization of…
Descriptors: History Instruction, Computer Assisted Design, Game Based Learning, Electronic Learning
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Verzosa, Debbie Marie B.; De Las Peñas, Ma. Louise Antonette N.; Sarmiento, Jumela F.; Aberin, Maria Alva Q.; Tolentino, Mark Anthony C.; Loyola, Mark L. – International Association for Development of the Information Society, 2021
The problem of rote-based learning in mathematics is well documented. Mobile technology can provide a potential solution, especially when application (app) design is based on sound pedagogical principles and gamification elements. However, an inventory of available mobile apps for mathematics reveals that many of the available apps are guided by a…
Descriptors: Electronic Learning, Handheld Devices, Thinking Skills, Elementary School Mathematics
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Syynimaa, Kirsi; Lainema, Kirsi; Lainema, Timo – International Association for Development of the Information Society, 2022
Game-based learning (GBL) environments are shown to support open-ended inquiry, collaborative learning, shared knowledge creation and decision-making processes. The study at hand focuses on examining students' descriptions of problematic situations and collaborative learning in a virtual simulation game. We were interested in what kinds of…
Descriptors: Teamwork, Cooperative Learning, Game Based Learning, Electronic Learning
Sun, Jiqing – Mathematics Education Research Group of Australasia, 2022
The transition between arithmetic and algebraic thinking is challenging for students. One notable difficulty for students is understanding algebraic symbols--pronumerals. Researchers are exploring pedagogical approaches in seeking to address this issue. The current paper is contributing to this body of literature by illustrating how an online card…
Descriptors: Algebra, Game Based Learning, Electronic Learning, Classroom Environment
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Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
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Fernandes, Vitor Borsatto; Tavares, Igor Ferreira; Magalhães, Giovana de Aquino; de Oliveira Prado, Danielle Gonçalves; de Oliveira Prado, Isabelle Gonçalves; Vieira, Lucas Augusto – International Society for Technology, Education, and Science, 2022
Brazil is a country that does not invest enough in basic education, thus leaving a gap in the knowledge of young people studying in public schools and jeopardizing their future. One of the main ways to get into college in Brazil is through the National High School Exam (ENEM), a multiple-choice test administered by the National Institute of…
Descriptors: Foreign Countries, College Entrance Examinations, Test Preparation, Test Coaching
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Sofiadin, Aidrina; Azuddin, Muna – International Association for Development of the Information Society, 2021
The movements towards achieving sustainable goals among many countries have risen throughout the years. A part of the sustainable goals -- the COVID-19 pandemic has forced many universities to move to online learning to sustain students' education. Indeed, e-learning has been delivering through the website since 1960. There is a need to develop…
Descriptors: Sustainable Development, Game Based Learning, Higher Education, Electronic Learning
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Ifenthaler, Dirk; Gibson, David; Zheng, Longwei – International Association for Development of the Information Society, 2018
This study is part of a research programme investigating the dynamics and impacts of learning engagement in a challenge-based digital learning environment. Learning engagement is a multidimensional concept which includes an individual's ability to behaviourally, cognitively, emotionally, and motivationally engage in an on-going learning process.…
Descriptors: Learner Engagement, Electronic Learning, Learning Analytics, College Students
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Vasmatzoglou, Areti; Ní Chiaráin, Neasa – Research-publishing.net, 2020
Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to…
Descriptors: Electronic Learning, Game Based Learning, Educational Games, Computer Simulation
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Smyrnova-Trybulska, Eugenia – International Association for Development of the Information Society, 2019
The article focuses on an overview of evolution, trends, methods, examples and analyses of the experience of e-learning. The author presents theoretical and practical aspects of the use of e-learning in higher education, based on her own long-time experience. The paper comprises a description of stages of e-learning evolution and discusses such…
Descriptors: Electronic Learning, Educational Trends, Educational Technology, Technology Uses in Education
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Rimanelli, Marco; Gurba, Krzysztof – International Association for Development of the Information Society, 2019
Among recent e-Learning Pedagogical Strategies, gaming and crisis-simulation games are increasingly used in recent years in university-learning and Blended-courses as an out-of-context effective tool for role-playing and education, especially in Law Schools and Business Schools. Gaming covers several sub-fields (war-games; Law School Mock-Trials;…
Descriptors: Electronic Learning, Social Integration, Teaching Methods, Role Playing