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Subjects: Access to Education; Problem Solving; Design
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Source:
Management Teaching Review, v7 n4 p328-341 Dec 2022.
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Abstract:
Universal Design (UD) involves the creation of accessible, flexible products that are functional for a wide population of users. Our problem-based learningAs Provided
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Subjects: Gamification; Game Based Learning; Second Language Learning
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RELC Journal: A Journal of Language Teaching and Research, v53 n3 p769-775 Dec 2022.
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Abstract:
Technology is increasingly being used to foster engagement, enhance classroom dynamics, promote autonomy and improve the student learning experience in language As Provided
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Subjects: *GAMIFICATION; *DIGITAL learning; *CITATION networks
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Source:
Journal of Educational Technology & Society. Jan2023, Vol. 26 Issue 1, p45-61. 17p.
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Abstract:
The digital revolution has heavily influenced digital game-based learning, yet as the revolution progresses, the conception of such ... 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: Gamification; Game Based Learning; Music Education
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Source:
Journal of Educational Computing Research, v60 n8 p2015-2035 Jan 2023.
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The study aimed to examine the learning effects of integrating various game elements into game-based learning materials ... As Provided
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Subjects: Gamification; Play; Learning Strategies
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Technology, Knowledge and Learning, v27 n4 p1039-1061 Dec 2022.
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The purpose of this study was to propose design elements for the use of gamification in educational settings to provide a ... As Provided
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Subjects: Gamification; Design; Individualized Instruction
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International Journal of Artificial Intelligence in Education, v32 n4 p867-891 Dec 2022.
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There is growing interest in applying gamification to adaptive learning systems to motivate and engage students during ... 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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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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Subjects: Educational Trends; Educational Research; Bibliometrics
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Source:
Education and Information Technologies, v27 n8 p11025-11054 Sep 2022.
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Abstract:
Education and Information Technologies (EAIT) has been a leading journal in education & educational research since 1996. To celebrate its 25th anniversary and provide a comprehensive overview ... As Provided
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Subjects: Computer Games; Computer Simulation; Foreign Students
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Source:
SAGE Open, v12 n2 Apr-Jun 2022.
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Abstract:
This study aims to help international students learn the language and cultural knowledge of their future study destination by collaborating with local students through coplaying ... As Provided
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