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David Tomczyk; Atul Teckchandani – Management Teaching Review, 2025
Despite the many theories supporting experiential learning, there is little guidance on how to design effective experiential exercises. To address this gap, we adapt insights from gamification research to devise a step-by-step process that management instructors may use to design effective experiential exercises for use in face-to-face and virtual…
Descriptors: Experiential Learning, Gamification, In Person Learning, Electronic Learning
Ming Wang; Jun Zhan; Tao Hu – Journal of Information Systems Education, 2024
This study introduces a modular teaching framework for business data analytics (BDA) curricula and programs. The framework integrates gamification features of the SAP business processes, ERPsim Games, and SAP data warehousing into the experiential learning of BDA curricula. The pedagogical practices of deploying the framework in an undergraduate…
Descriptors: Business Education, Data Analysis, Gamification, Experiential Learning
Hamed Hosseini Zarrabi; Morteza Rezaei-Zadeh; Abasalt Khorasani – Technology, Pedagogy and Education, 2024
While effective interaction is the most important element of any learning environment, its importance in e-learning has been often ignored. As a result, many e-learning environments suffer from lack of impactful interactions, leading to diminished student engagement. This study aims to address this gap by investigating methods to optimise…
Descriptors: Teaching Methods, Problem Solving, Interaction, Electronic Learning
Zhisheng Chen – Interactive Learning Environments, 2024
This study aims to explore how the Metaverse platform could be applied to the field of online education, the benefits it brings, and the challenges posed by the application of Metaverse to online education. The study analyzes the benefits of immersive learning brought about by Metaverse and its potential to save education costs, enhance efficiency…
Descriptors: Technology Uses in Education, Electronic Learning, Artificial Intelligence, Cost Effectiveness
Michelina Occhioni; Alessandra Beccaceci; Eleonora Paris – Journal of Geoscience Education, 2024
A Virtual World, the "Sustainability Hub" island, was developed and widely used during the COVID-19 pandemic, to support schools with distance-learning lessons, and the new mandatory Civic Education curriculum in Italy. Using a gamification approach, students learned about Agenda 2030 and sustainability focusing especially on themes…
Descriptors: Environmental Education, Distance Education, Geology, Sustainability
Theo Bastiaens, Editor – Association for the Advancement of Computing in Education, 2024
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Brussels,…
Descriptors: Educational Technology, Foreign Countries, Elementary Secondary Education, Electronic Learning

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