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Showing 136 to 150 of 150 results Save | Export
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Owen, Helen E.; Licorish, Sherlock A. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: We aimed to investigate the circumstances under which Kahoot! (a Game-based Student Response System (GSRS)) increases junior and senior Information Science university students' learning and knowledge retention beyond that of traditional teaching methods. We also explored whether the positive learning impacts of Kahoot! vary as a…
Descriptors: Game Based Learning, Audience Response Systems, Instructional Effectiveness, Undergraduate Students
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Khamparia, Aditya; Pandey, Babita; Mishra, Brijendra Pratap – Education and Information Technologies, 2020
In conventional classroom driven instructor training, disabled student achieved low personality & motivation, more mental load due to lack of practical learning and unsuitable usage of learning material through different simulated contexts. Therefore, intent of proposed study is to integrate microworld game-based learning to different learning…
Descriptors: Students with Disabilities, Game Based Learning, Physical Disabilities, Elementary School Students
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Vallorani, Cecilia Maria; Gibert, Isabel; Tuffnell, Christopher – International Journal of Mobile and Blended Learning, 2022
This study examines the use of gamification as an innovative assessment approach to foreign language learning with 12-14-year-old students. A mixed methodology has been applied. Quantitative data have been collected from formative non-gamified and gamified assessments. Qualitative data was collected from a student questionnaire. The results were…
Descriptors: Second Language Learning, Second Language Instruction, Computer Games, Game Based Learning
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Burgos, Daniel, Ed.; Affouneh, Saida, Ed. – Lecture Notes in Educational Technology, 2022
This book brings together education research and practice carried out by An-Najah National University, a lead Higher Institution in Palestine that managed to move from a face-to-face setting to a fully online learning and teaching environment during the initial COVID-19 outbreak, within a month, seamlessly, which makes a success cases study of…
Descriptors: Foreign Countries, Higher Education, COVID-19, Pandemics
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Meletiadou, Eleni – IAFOR Journal of Education, 2023
To prepare their students for the increasingly demanding workplace of the 21st century, business schools resort to using experiential learning techniques to make explicit connections between knowledge and experiences students already have, encouraging them to make their own interpretations. In this case study, 50 multilingual students participated…
Descriptors: Multilingualism, English (Second Language), Second Language Learning, Second Language Instruction
Vanyi, Jennifer – ProQuest LLC, 2018
An ongoing concern at institutions of higher education is persistence among underrepresented minority students in science, technology, engineering and mathematics (STEM) programs. This qualitative exploratory case study was designed to investigate whether combining two strategies, orientations and gamification, to provide more supports for…
Descriptors: Teaching Methods, Disproportionate Representation, Minority Group Students, Academic Achievement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Grantee Submission, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Klute, Mary; Yanoski, David; Rhoads, Christopher; Norford, Jennifer; Joyce, Jeanette; Serdiouk, Marina – Marzano Research, 2019
The purpose of this research study was to evaluate iPersonalize, a gamified instructional approach developed by Fullerton School District (FSD) in California to encourage student engagement and promote achievement. An instructional approach is considered gamified when it incorporates computer game elements to augment existing classroom,…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Learner Engagement
Winthrop, Rebecca; Ziegler, Lauren; Handa, Rhea; Fakoya, Foluyinka – Center for Universal Education at The Brookings Institution, 2019
Humans are born with the natural ability to gain skills through play. Children learn about social norms, roles and responsibilities, and language through curiosity-driven, playful interactions and activities. Learning through play harnesses the power of children's imagination and inspires active engagement with the material. The Center for…
Descriptors: Play, Academic Achievement, Educational Innovation, Student Centered Learning
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Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2019
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. "EdMedia + Innovate Learning" took place in Amsterdam, The…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Technology Integration
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2018
For the forty-first time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Kansas City, Missouri. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains twenty-seven…
Descriptors: Instructional Design, Educational Technology, Technology Uses in Education, Higher Education
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Retnowati, Endah, Ed.; Suprapto, Ed.; Jerusalem, Mohammad Adam, Ed.; Sugiyarto, Kristian, Ed.; Wagiran, Ed. – Routledge, Taylor & Francis Group, 2018
This proceedings volume of InCoTEPD 2018 covers many ideas for handling a wide variety of challenging issues in the field of education. The outstanding ideas dealing with these issues result in innovation of the system. There are many innovation strategies resulting from recent research that are discussed in this book. These strategies will become…
Descriptors: Educational Innovation, Knowledge Level, Skill Development, Vocational Education
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis
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