NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 5 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Saleem, Awaz Naaman; Noori, Narmin Mohammed; Ozdamli, Fezile – Technology, Knowledge and Learning, 2022
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in…
Descriptors: Game Based Learning, Electronic Learning, Technology Uses in Education, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Arroyo, Ivon; Closser, Avery Harrison; Castro, Francisco; Smith, Hannah; Ottmar, Erin; Micciolo, Matthew – Technology, Knowledge and Learning, 2023
This emerging technology report introduces the "WearableLearning" (WL) platform as a tool to exercise computational thinking and STEM learning for 5-12th grade students through mobile technology-augmented active game play and game creation. Freely available at "WearableLearning.org," it allows students and teachers to play,…
Descriptors: Technology Uses in Education, Computation, Thinking Skills, Games
Peer reviewed Peer reviewed
Direct linkDirect link
Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education
Peer reviewed Peer reviewed
Direct linkDirect link
Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education
Peer reviewed Peer reviewed
Direct linkDirect link
Albano, Giovannina; Arzarello, Ferdinando; Dello Iacono, Umberto – Technology, Knowledge and Learning, 2021
This paper aims to show how the Logic of Game Theory can facilitate the structuring of games for the learning of mathematical concepts, in a way which is cognitively resonant with students' attitudes and epistemologically sound from the mathematical standpoint. We propose a kind of game, based on an inquiry approach to mathematics, called Digital…
Descriptors: Game Based Learning, Active Learning, Inquiry, Electronic Learning