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Huang, Biyun; Hew, Khe Foon – Educational Technology & Society, 2021
A design-based study was conducted in iterative cycles to test the effectiveness of the updated goal-access-feedback-challenge-collaboration (updated-GAFCC) gamification design model. The test-bed was a 10-week undergraduate introductory information management course. Students from three consecutive school years participated in the study, with the…
Descriptors: Computer Games, Feedback (Response), Comparative Analysis, Undergraduate Students
Tambouris, Efthimios; Panopoulou, Eleni; Tarabanis, Konstantinos; Ryberg, Thomas; Buus, Lillian; Peristeras, Vassilios; Lee, Deirdre; Porwol, Lukasz – Educational Technology & Society, 2012
Advances in Information and Communications Technology (ICT), particularly the so-called Web 2.0, are affecting all aspects of our life: How we communicate, how we shop, how we socialise, how we learn. Facilitating learning through the use of ICT, also known as eLearning, is a vital part of modern educational systems. Established pedagogical…
Descriptors: Active Learning, Problem Based Learning, Web 2.0 Technologies, Educational Practices