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Antonio Carrasco-Hernández; Gabriel Lozano-Reina; María Encarnación Lucas-Pérez; María Feliz Madrid-Garre; Gregorio Sánchez-Marín – Technology, Knowledge and Learning, 2024
The COVID-19 pandemic posed a major challenge to universities. It forced them to face the urgent need to rapidly transform their traditional onsite teaching into an emergency remote teaching (ERT) model rather than being able to gradually introduce an effective transition to an online model. Based on a sample of 505 students enrolled in the course…
Descriptors: Foreign Countries, COVID-19, Pandemics, College Students
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Ana M Ferrero; María Álvarez Sainz – E-Learning and Digital Media, 2024
Information and Communication Technologies (ICTs) have generated a global revolution and forced to rethink and redefine basic paradigms of the teaching learning process such as where and how does learning happen? How to develop new study environments? And what role must teachers play? Literature shows that in education ICTs facilitate efficient…
Descriptors: Student Attitudes, In Person Learning, Information Technology, Computer Mediated Communication
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Serrano-Perez, J. J.; González-García, L.; Flacco, N.; Taberner-Cortés, A.; García-Arnandis, I.; Pérez-López, G.; Pellín-Carcelén, A.; Romá-Mateo, C. – Journal of Biological Education, 2023
Historically, traditional laboratory experiments have been given a central and distinctive role in science education. However, virtual laboratories have received considerable attention over the past several years in different areas of knowledge. The main aim of this study is to analyse the impact of the use of both traditional and virtual…
Descriptors: Health Sciences, Science Laboratories, College Students, Student Motivation
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Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation