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Subjects: Usability; Handheld Devices; Electronic Learning
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Source:
Education and Information Technologies, v28 n1 p1189-1210 Jan 2023.
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Abstract:
Mobile learning and gamification are becoming increasingly popular, especially in education. Numerous researches suggest that mobile As Provided
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Subjects: Gamification; Instructional Design; Usability
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Source:
Education and Information Technologies, v28 n2 p2187-2206 Feb 2023.
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Abstract:
The current study investigates the interaction of Gamification, and Instructional Design to enhance the Usability of e-LearningAs Provided
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Subjects: Gamification; Game Based Learning; Educational Games
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Source:
Education and Information Technologies, v28 n1 p373-406 Jan 2023.
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Abstract:
Gamification has been widely used to design better educational systems aiming to increase students' concentration, motivation, engagement, flow experience, and others ... As Provided
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Subjects: Sex Stereotypes; Technology Uses in Education; Gamification
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Source:
Education and Information Technologies, v28 n2 p1637-1662 Feb 2023.
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Abstract:
Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite ... As Provided
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Subjects: Performance Based Assessment; Design; Electronic Learning
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Source:
Education and Information Technologies, v28 n7 p9025-9048 Jul 2023.
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Abstract:
There are known issues in authentic assessment design practices in digital education, which include the lack of freedom-of-choice, lack of focus on the multimodal nature ... As Provided
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Subjects: Handheld Devices; Active Learning; Gamification
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Source:
Education and Information Technologies, v27 n9 p12003-12026 Nov 2022.
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Abstract:
This study investigated whether reflective class feedback (RCF) boosts the effectiveness of mobile gamified quizzing in enhancing active learning in higher ... As Provided
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