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Dhanya Pramod – Journal of Applied Research in Higher Education, 2025
Purpose: The growth of the internet, access to technology and rapid digital transformations have paved the way for developing attack surfaces for individuals and organizations. There is a dire need to provide cybersecurity awareness most effectively. Gamification-based platforms have evolved to make cybersecurity education more engaging and…
Descriptors: Gamification, Computer Security, Information Security, Training
Lim, Tristan; Gottipati, Swapna; Cheong, Michelle; Ng, Jun Wei; Pang, Christopher – Education and Information Technologies, 2023
There are known issues in authentic assessment design practices in digital education, which include the lack of freedom-of-choice, lack of focus on the multimodal nature of the digital process, and shortage of effective feedbacks. This study looks to identify an assessment design construct that overcomes these issues. Specifically, this study…
Descriptors: Performance Based Assessment, Design, Electronic Learning, Gamification
Gabriele Bertozzi; Claudia Paciarotti; Massimiliano M. Schiraldi – European Journal of Engineering Education, 2024
Serious games are instructional tools that harmonise different pedagogical approaches and pursue specific behavioural and learning outcomes. Characterised by flexibility and complexity, serious games can draw from a vast number of elements and game mechanics. We argue that such adaptability requires specific pedagogical competencies from designers…
Descriptors: Engineering Education, Educational Games, Design, Student Motivation
Asma A. Sayed; Terry Lucas – Educational Process: International Journal, 2025
Background/purpose: This study explores the development and implementation of interactive animated e-books as a transformative digital learning tool. It analyzes their pedagogical and cognitive effects on learner participation and understanding. The study is oriented towards how multimedia integration, interactive storytelling, and adaptive…
Descriptors: Material Development, Electronic Publishing, Books, Animation
Kayleen Wood – Accounting Education, 2024
This paper traces the researcher's development of, and reflection on, the experience of developing a gamified learning experience for the time value of money, as a pedagogical resource for student learning and engagement with threshold concepts. A constructivist methodology was adopted to support the social and collaborative activity of learning…
Descriptors: Gamification, Accounting, Business Administration Education, Fundamental Concepts
Online Learning Consortium, 2022
The purpose of this report is to explore global trends, emerging research, innovative models, and expert insights regarding the future of learning by detailing the present context of a rapidly changing and hyper-connected world. Our innovation framework for describing the future of digital learning, which emerged during the research process,…
Descriptors: Foreign Countries, Educational Technology, Online Courses, Electronic Learning

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