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Moreno, Ivan D. – ProQuest LLC, 2019
A quantitative research study was conducted to understand the extent to which gamification (i.e., game elements and mechanics) impact adult learners' satisfaction (in terms of app usability), perception, motivation and knowledge when they interact with a gamified mobile app on Spanish-as-a-foreign language learning. An online experimental study…
Descriptors: Game Based Learning, Second Language Learning, Electronic Learning, Handheld Devices
Attard, Lara; Busuttil, Leonard – Informatics in Education, 2020
Programming is one of the most important aspects of a Computing course. Teaching programming is a challenging task due to a number of factors, ranging from lack of student problem solving skills to different teaching methods. This paper focuses on Maltese Computing teachers' perspectives about the difficulties encountered when teaching programming…
Descriptors: Teacher Attitudes, Programming, Electronic Learning, Video Games
Dolphin, Scott – Journal of Educational Multimedia and Hypermedia, 2020
While most educators will agree that an on-ground classroom education is the preferred pedagogic method, circumstances don't always allow for this. Most traditional survey of art history courses have relied upon the time tested pedagogical model built on the darkened classroom dual side-by-side slide projector format. This approach dates back to…
Descriptors: Teaching Methods, Educational Technology, Online Courses, Electronic Learning
Tallon, J. M.; Saavedra Dias, R.; Costa, A. M.; Leitão, J. C.; Barros, A.; Rodrigues, V.; Monteiro, M. J.; Almeida, A.; Narciso, J.; Silva, A. J. – Scandinavian Journal of Educational Research, 2021
This study aimed to summarize the evidence of the impact of school-based nutrition education programs that incorporate technology on the acquisition of nutrition-related knowledge and behavior change of adolescents. Literature searches were conducted using Cochrane Library, Pubmed, Scopus, Science Direct, and Web of Science databases. Studies…
Descriptors: Influence of Technology, Technology Integration, Electronic Learning, Video Technology
Rosmansyah, Yusep; Achiruzaman, Mohamad; Hardi, Ariq Bani – Journal of Information Technology Education: Research, 2019
Aim/Purpose: This research proposed a 3D multiuser virtual learning environment (3DMUVLE) educational game design framework by combining ATMSG, ADDIE, E-Simulation, and 3D Open Simulator Technology Architecture. This paper focused on a case study of online training for food crops productivity data surveys. Background: The conventional online…
Descriptors: Virtual Classrooms, Educational Games, Computer Simulation, Data Collection
Chen, Xieling; Zou, Di; Xie, Haoran – British Journal of Educational Technology, 2020
The "British Journal of Educational Technology" (BJET) has been active in the field of educational technology since 1970. To celebrate its 50th anniversary and to demonstrate a comprehensive overview of the field, we conducted a bibliometric analysis of the 3710 publications in this journal from 1971 to 2018 as indexed in the Web of…
Descriptors: Periodicals, Journal Articles, Educational Technology, Bibliometrics
Das, Anik; Amin, Sumaiya; Kabir, Muhammad Ashad; Hossain, Sabir; Islam, Mohammad Mainul Mainul – International Journal of Game-Based Learning, 2021
Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender.…
Descriptors: Foods Instruction, Nutrition Instruction, Eating Habits, Health Behavior
Arnab, Sylvester; Walaszczyk, Ludmila; Lewis, Mark; Kernaghan-Andrews, Sarah; Loizou, Michael; Masters, Alex; Calderwood, Jackie; Clarke, Samantha – Electronic Journal of e-Learning, 2021
The need for self-directed learning for professional development drives an increase in the delivery of easy to use 'just-in-time' resources that respond to the often-dynamic workplace and work culture. This is especially important in the era of globalisation, when the number of employees, who are culturally diverse, increases each year. Most…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Professional Development
Adam Beatty – ProQuest LLC, 2017
The research underlying this dissertation consisted of a mixed-methods approach seeking to observe any changes in an adult learner's leadership behavior scores after participating in an online collaborative leadership exercise in the game Minecraft. After measuring the quantitative differences, it was discovered that participation in the online…
Descriptors: Adults, Adult Education, Adult Students, Leadership
Susan L. Stansberry; Scott M. Haselwood – International Journal of Designs for Learning, 2017
This design case includes the challenges, considerations, and decisions associated with the design, development, and delivery of a master's level educational technology course on teaching and learning with games and simulations. A master's level course, Digital Games and Simulations in the Classroom, faced redesign in order to add a gamification…
Descriptors: Game Based Learning, Teaching Methods, Simulation, Curriculum Development
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
Kohnke, Lucas; Ting, Adrian – Knowledge Management & E-Learning, 2021
Undergraduates are often advised to expand their discipline-specific vocabulary in order to cope with the rigor of reading and writing academic texts. For the students studying in English-medium settings, it is in their interest to acquire vocabulary in their disciplines as this is vital to academic success. While students recognize the importance…
Descriptors: Student Attitudes, Student Motivation, Undergraduate Students, Late Adolescents
Chang, Wan-Chen; Liao, Chang-Yen; Chan, Tak-Wai – Computer Assisted Language Learning, 2021
This study describes the use of a game-based writing environment (GWE) to increase textual cohesion in students' writing and improve their writing attitude. The participants were 113 third-grade students in Taiwan; the study was conducted over two semesters. A GWE was used for the experimental group (n = 56), and a conventional writing environment…
Descriptors: Children, Elementary School Students, Grade 3, Connected Discourse
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
Bovermann, Klaudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2019
This study investigated the use of gamification in blended learning for a bachelor's degree class in educational technology. Points and leaderboards in class were implemented to research the influence on intrinsic motivation and collaborative learning. In the quantitative part, comparative data was collected in a between-groups design. Forty-six…
Descriptors: Game Based Learning, Blended Learning, Undergraduate Students, Cooperative Learning