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Laine, Teemu H.; Lindberg, Renny S. N. – IEEE Transactions on Learning Technologies, 2020
Effective educational interventions require sufficient learner engagement, which can be difficult to achieve if the learner is inadequately motivated. Games have been shown to possess powerful motivators that fuel a person's desire to engage in unattractive activities, such as learning theoretical material. However, to design an educational game…
Descriptors: Instructional Design, Educational Games, Learner Engagement, Learning Motivation
Kimberly Nesbitt; Elias Blinkoff; Tara Hofkens; Molly Scott; Margaret Burchinal; Andres Bustamante; Dale Farran; Roberta Golinkoff; Shelly Kessler; Renee de Kruif; Debbie Leslie; Susan Levine; Margaret Owen; Robert Pianta; Deborah Vandell; Annie Wright; Kathy Hirsh-Pasek – Center for Universal Education at The Brookings Institution, 2025
Current models of education are less effective at developing the skills needed for individuals to thrive in this Information Age and beyond. One way to adapt education for current times is through what the authors call Active Playful Learning (APL), a pedagogical framework that is evidence-based, practical, and uniquely co-designed with scientists…
Descriptors: Play, Active Learning, Teaching Methods, Kindergarten
Di Zou; Morris Siu-Yung Jong; Xinyi Huang; Gary Cheng; Gwo-Jen Hwang; Michael Yi-Chao Jiang – Interactive Learning Environments, 2024
Spherical video-based virtual reality (SVVR) is a form of virtual reality that employs 360-degree videos to immerse learners in virtual environments. As SVVR can simulate realistic experiences, the current trend of language education is towards more use of it. To examine its current status, this study systematically reviewed 31 articles on…
Descriptors: Technology Uses in Education, Video Technology, Computer Simulation, Second Language Instruction
Castro Rojas, María Dolores; Zuñiga, Ana Lourdes Acuña; Ugalde, Emmanuel Fonseca – Journal of Science Education and Technology, 2015
GLOBE is a global educational program for elementary and high school levels, and its main purpose in Costa Rica is to develop scientific thinking and interest for science in high school students through hydrology research projects that allow them to relate science with environmental issues in their communities. Youth between 12 and 17 years old…
Descriptors: Foreign Countries, High School Students, Secondary School Science, Public Schools
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
Granic, Andrina; Cukusic, Maja; Walker, Rob – Educational Media International, 2009
This paper presents a European Community supported project which investigated whether the use of electronic and mobile technologies in the hands of young learners might engage them in learning activities and start to change their attitudes towards learning. The mLearning system was implemented in a Europe-wide network of 14 schools with over 500…
Descriptors: Foreign Countries, Teaching Methods, Technology Uses in Education, Handheld Devices
Tüzün, Hakan; Arkun, Selay; Bayirtepe-Yagiz, Ezgi; Kurt, Funda; Yermeydan-Ugur, Benlihan – Journal of Educational Technology, 2008
In this study, researchers evaluated the usability of game environments for teaching and learning about mathematical functions. A 3-Dimensional multi-user computer game called as "Quest Atlantis" has been used, and an educational game about mathematical functions has been developed in parallel to the Quest Atlantis' technical and…
Descriptors: Computer Games, Educational Games, Program Evaluation, Instructional Effectiveness
Rentroia-Bonito, M. A.; Jorge, J.; Ghaoui, C. – International Journal of Distance Education Technologies, 2006
E-learning is expected to support organizations and individuals so they can become more adaptable and competitive. However, in order for organizations to realize the full potential of this technology, they should create and sustain the right context to foster learning in articulation with business objectives. This requires active participation and…
Descriptors: Learning Motivation, Electronic Learning, Organizational Climate, Factor Structure

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