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Subjects: *TEACHING methods; *GAMIFICATION; *AFFECT (Psychology)
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Source:
Scientia et Technica. mar2022, Vol. 27 Issue 1, p7-14. 8p.
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Abstract:
The contemporary methodologies are focused in the students, who, in engineering programs, many times they are unmotivated by the lack of integration of practical content ... Las metodologías contemporáneas están enfocadas en los estudiantes, quienes, en carreras de ingeniería, muchas veces se ven desmotivados por la falta ... Copyright of Scientia et Technica is the property of Scientia et Technica and its content may not be copied or emailed to multiple sites ...
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Subjects: *DIGITAL learning; *GAMIFICATION; *INTERACTIVE learning
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Source:
Interactive Learning Environments. Dec 2021, Vol. 29 Issue 8, p1244-1257. 14p.
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In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, ... Copyright of Interactive Learning Environments is the property of Routledge and its content may not be copied or emailed to ...
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Subjects: *GAMIFICATION; *ACTIVE learning; *PSYCHOLOGICAL feedback
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Source:
Journal of Educational Technology & Society. Jan2021, Vol. 24 Issue 1, p44-63. 20p.
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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 ... Copyright of Journal of Educational Technology & Society is the property of International Forum of Educational Technology & Society (IFETS) and its content may not be ...
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Subjects: *Schools; Educational games; Visual learning
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Muhasebe ve Vergi Uygulamalari Dergisi (MUVU) / Journal of Accounting & Taxation Studies (JATS). 2019, Vol. 12 Issue 2, p331-352. 22p.
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The 21st century children and youngsters who are at the center of technology and make it a part of their lives are called "digital natives" ... Teknolojinin odağında olan ve kendilerini bildikleri anda teknolojiyle tanışıp onu yaşamlarının bir parçası haline getiren 21. yy. çocukları ve genç...
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Subjects: Classroom activities; Student assignments; Active learning
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Source:
Education for Information. 2019, Vol. 35 Issue 2, p99-127. 29p. 3 Charts.
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Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to ...
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Subjects: Game Based Learning; Chemistry; High School StudentsSpain
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European Journal of Science and Mathematics Education, v9 n3 p80-91 2021. 12 pp.
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Abstract:
This study consists of a longitudinal research using an active methodology to teach the contents of the periodic table to high school students, based on ... As Provided
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Music Education Research. Feb2022, p1-16. 16p. 6 Illustrations, 2 Charts.
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This study aims to analyse the extent to which gamification tools and multimedia resources (i.e. Cuadernia, Kahoot, Quizizz, and Socrative) ... Copyright of Music Education Research is the property of Routledge and its content may not be copied or emailed to multiple sites or posted ...
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International Journal of Innovation & Learning; 2018, Vol. 24 Issue 2, p115-137, 23p
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International Journal of Emerging Technologies in Learning; 2021, Vol. 16 Issue 17, p277-289, 13p
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Asia-Pacific Forum on Science Learning & Teaching; Jun2021, Vol. 20 Issue 2, p1-17, 17p
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