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Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b...
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Robertas Dama?evicius, Rytis Maskeliunas and Tomas Bla?auskas
A serious game is a type of game that is designed for a primary purpose other than entertainment. Instead, serious games are intended to achieve specific goals, such as education, training, or health promotion. The goal of serious games is to engage play...
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Sophia Rapti, Theodosios Sapounidis and Sokratis Tselegkaridis
Nowadays, Augmented Reality flourishes in educational settings. Yet, little is known about teachers? and children?s views of Augmented Reality applications in Preschool. This paper explores 71 preschoolers? opinions of Augmented Reality teaching integrat...
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Ramiro Quezada, Luis Rivera, Rosa Delgadillo and Byron Hidalgo Cajo
The teaching?learning process, at each educational level, is often an open problem for educators and researchers related to the stated topic. Researchers combine emerging technologies to formulate learning tools in order to understand the abstract conten...
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Marelize Malan,Vanessa van Dyk
AbstractOrientation: Learning should be active, experiential and fun.Research purpose: This study investigated the perceptions of students regarding the development of pervasive skills within an undergraduate accounting syllabus.Motivation for the study:...
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Hui-Li Gao
Since Internet-based resources provides various and practical forms of English learning materials, Internet-based resources English learning is a common way for the younger generation. However, not like adult learning, university students need stronger m...
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Jonah Mupita,Ade Gafar Abdullah,Frank Bünning
Pág. 11 - 31
Higher learning institutions are under immense pressure to evolve within the realms of the fourth industrial revolution. Training institutions are anticipated to minimize learning costs in the face of increasing enrolments. The flipped classroom model is...
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Yusuf Hanafi,Nurul Murtadho,M. Alifudin Ikhsan,Tsania Nur Diyana
Pág. pp. 215 - 241
This study aimed to develop and investigate the impact of the implementation of the Mobile-Learning Management System, which we call elektronik Bimbingan Baca al-Qur?an (e-BBQ, a word in the Indonesian Language), in fostering student?s worship. This rese...
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Mohammad Ahmad al khateeb,Ahmed Mohammad Alduwairi
Pág. pp. 57 - 67
This study aims to investigate the effect of slow-motion videos use on the 8th graders' achievement in geometry, and identify the students' views about the slow-motion. The study was carried out in a quasi experimental environment on 74 eighth graders of...
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Justin Filippou,Christopher Cheong,France Cheong
Applying the engaging and motivating aspects of video games in non-game contexts is known as gamification. Education can benefit from gamification by improving the learning environment to make it more enjoyable and engaging for students. Factors that inf...
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