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Designing Art Museum E-Learning Resources for Children: Content Analysis from Education Perspectives
Tiffany Shuang-Ching Lee – Interactive Learning Environments, 2024
In recent years, art museums have been putting more effort into creating e-learning resources (ELR) to encourage young children to learn about art off-site. However, research on art museum ELR from the perspective of educational content is scarce. Using the ELR offered to children by Queensland Art Gallery/ Gallery of Modern Art, Australia (QAGOMA…
Descriptors: Foreign Countries, Museums, Art, Electronic Learning
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Bai, Shurui; Hew, Khe Foon; Gonda, Donn Emmanuel; Huang, Biyun; Liang, Xinyi – International Journal of Educational Technology in Higher Education, 2022
We used the design-based research approach to test and refine a theoretically grounded goal-access-feedback-challenge-collaboration gamification model. The testbed was a 10-week, university-level e-learning design course offered in two consecutive semesters. In Study 1, we implemented the initial goal-access-feedback-challenge-collaboration model…
Descriptors: Game Based Learning, Models, Fantasy, Electronic Learning
Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
Sherry Yi – ProQuest LLC, 2021
Interest development is a topic that has fascinated and puzzled educators since the 20th century. Despite decades of research and important advances in the field, questions remain about interest and its relationship to learning. In particular, given the pervasiveness of technology in our daily lives, it is essential to understand how interest…
Descriptors: Video Games, Intervention, Educational Games, STEM Education
Mowafi, Yaser; Abumuhfouz, Ismail – Journal of Educational Computing Research, 2021
Mobile learning techniques have brought the potential of scaffolding information in real-world context that allows learners to interact more actively with their learning content. In this study, we present an interactive learning approach that allows learners to interact with their learning content in real-world context. With learning environment…
Descriptors: Interaction, Handheld Devices, Electronic Learning, Skill Development
Hassan, Muhammad Awais; Habiba, Ume; Majeed, Fiaz; Shoaib, Muhammad – Interactive Learning Environments, 2021
With the removal of the barriers of time and distance, E-learning platforms have attracted millions of learners, but these platforms are experiencing a significant drop-out ratio. One of the primary reasons for this problem is the lack of motivation among the learners because of the similar learning experience provided to them despite their…
Descriptors: Game Based Learning, Electronic Learning, Cooperative Learning, Integrated Learning Systems
Hernández-Lara, Ana Beatriz; Perera-Lluna, Alexandre; Serradell-López, Enric – Education & Training, 2021
Purpose: With the growth of digital education, students increasingly interact in a variety of ways. The potential effects of these interactions on their learning process are not fully understood and the outcomes may depend on the tool used. This study explores the communication patterns and learning effectiveness developed by students using two…
Descriptors: Game Based Learning, Learning Analytics, Computer Mediated Communication, Asynchronous Communication
Poondej, Chanut; Lerdpornkulrat, Thanita – Interactive Technology and Smart Education, 2019
Purpose: This study aims to deploy game elements in an e-learning course on the Moodle platform. One of the greatest challenges of e-learning can be motivating and engaging students in learning. Gamification has been attracting increasing attention as a key underlying aspect of pedagogy that can be used to increase student engagement and…
Descriptors: Electronic Learning, Integrated Learning Systems, Student Motivation, Learner Engagement
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
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
Sime, Julie-Ann; Themelis, Chryssa; Arapoglou, Yiannis; Marantou, Asteria; Theodoridou, Katerina – Journal of Open, Flexible and Distance Learning, 2020
Social exploration is the key to spreading ideas through networks (Pentland, 2014). When people talk with others outside their immediate group, they can bring fresh ideas into the group--leading to improved outcomes. So, to improve educational practice, we should increase communication in our professional communities and encourage communication…
Descriptors: Online Courses, Large Group Instruction, Educational Technology, Electronic Learning
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2018
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. "E-Learn 2018: World Conference on E-Learning" took place in Las…
Descriptors: Educational Technology, Technology Uses in Education, Physics, Science Instruction
Kommers, Piet, Ed.; Viana, Adriana Backx Noronha, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 7th International Conference on Educational Technologies 2020 (ICEduTech 2020), which has been organised by the International Association for Development of the Information Society and co-organised by the University of São Paulo ("Universidade de São Paulo"), Brazil, from 5 to 7 February 2020.…
Descriptors: Cognitive Style, Handheld Devices, Telecommunications, Graduate Students
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