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Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Artificial Intelligence in Education, 2016
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players'…
Descriptors: Case Studies, Questionnaires, Electronic Learning, Educational Games
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Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
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Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan – International Journal of Distance Education Technologies, 2012
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
Descriptors: Educational Games, Computer Games, Web Browsers, Computer Interfaces
Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
Johnson, L.; Adams Becker, S.; Cummins, M.; Freeman, A.; Ifenthaler, D.; Vardaxis, N. – New Media Consortium, 2013
The "Technology Outlook Australian Tertiary Education 2013-2018: An NMC Horizon Project Regional Analysis" reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to help inform Australian educational leaders about significant developments in technologies supporting teaching,…
Descriptors: Foreign Countries, Educational Policy, Higher Education, Consortia
Johnson, L.; Adams, S.; Cummins, M. – New Media Consortium, 2012
This paper reflects a multi-year collaborative effort between the New Media Consortium (NMC) and Griffith University to help inform Australian educational leaders about significant developments in technologies supporting teaching, learning, and research in tertiary education. The research underpinning the report makes use of the NMC's Delphi-based…
Descriptors: Foreign Countries, Educational Policy, Higher Education, Consortia
Johnson, L.; Adams, S. – New Media Consortium, 2011
This paper reflects a collaborative effort between the New Media Consortium (NMC) and the JISC Innovation Support Centres, CETIS and UKOLN. The research underpinning the report makes use of the NMC's Delphi-based process for bringing groups of experts to a consensus viewpoint, in this case around the impact of emerging technologies on teaching,…
Descriptors: Foreign Countries, Scholarship, Comparative Education, Educational Policy
Hijon-Neira, Raquel, Ed. – InTech, 2009
The education industry has obviously been influenced by the Internet revolution. Teaching and learning methods have changed significantly since the coming of the Web and it is very likely they will keep evolving many years to come thanks to it. A good example of this changing reality is the spectacular development of e-Learning. In a more…
Descriptors: Computer Assisted Instruction, Educational Technology, Internet, Feedback (Response)
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Summers, Gary J. – Simulation & Gaming, 2004
New technologies are transforming the business simulation industry. The technologies come from research in computational fields of science, and they endow simulations with new capabilities and qualities. These capabilities and qualities include computerized behavioral simulations, online feedback and coaching, advanced interfaces, learning on…
Descriptors: Feedback (Response), Industry, Coaching (Performance), Business Administration Education
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers