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Adams, Samantha P.; Du Preez, Ronel – Technology, Knowledge and Learning, 2022
The application of gamification for educational purposes has been widely reported with mixed results. Successful application, in most cases, is subjective and failures or mistakes are often downplayed when in reality, there is much to be learnt from these (failed) attempts. Despite the unique nature of each context and target audience,…
Descriptors: Learner Engagement, Game Based Learning, Learning Activities, Instructional Effectiveness
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Karakoç, Berna; Eryilmaz, Kevser; Turan Özpolat, Esen; Yildirim, Ibrahim – Technology, Knowledge and Learning, 2022
The purpose of this study was to combine the results of the experimental studies conducted between the years of 2000-2018 examining the effect of game-based learning method on the academic achievement of students through a meta-analysis. In this study addressing the effect of game-based learning method on the academic achievement of students,…
Descriptors: Game Based Learning, Academic Achievement, Instructional Effectiveness, Meta Analysis
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Saleem, Awaz Naaman; Noori, Narmin Mohammed; Ozdamli, Fezile – Technology, Knowledge and Learning, 2022
In recent years, there has been a lot of attention given to the trend of including game elements into non-gaming facilities. The usage of gamification in education is a massive benefit for motivation, user interaction, and social effects. The gamified elements such as points, badge, feedbacks, level, rewards, challenges, etc. have been used in…
Descriptors: Game Based Learning, Electronic Learning, Technology Uses in Education, Learner Engagement
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Kang, Jina; Liu, Min – Technology, Knowledge and Learning, 2022
An open-ended serious game can engage students' scientific problem-solving processes. However, understanding how students learn higher-order thinking skills through solving a problem in an open-ended game system is a challenge. The complex game systems may make learning more difficult for students with different characteristics such as an at-risk…
Descriptors: Student Behavior, Behavior Patterns, Navigation, Educational Games
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Jayalath, Janaka; Esichaikul, Vatcharaporn – Technology, Knowledge and Learning, 2022
Delivery of blended-mode eLearning programs is challenging due to a range of factors, including motivational and engagement issues. This is more challenging in the context of Technical and Vocational Education and Training (TVET), which aims to develop competencies to empower learner to find gainful employment. This study proposes an operational…
Descriptors: Blended Learning, Educational Technology, Electronic Learning, Vocational Education
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Espigares-Pinazo, Manuel J.; Bautista-Vallejo, José M.; García-Carmona, Marina – Technology, Knowledge and Learning, 2022
This study presents the use of automated data analysis procedures in the teaching-learning process, mediated by telematics platforms. It is based on the application of the principles of virtual learning, the use of the Internet and the automation of data analysis of information collected in Moodle. The application of analysis procedures for the…
Descriptors: Integrated Learning Systems, Educational Technology, Technology Uses in Education, Secondary School Students
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Jahnke, Isa; Meinke-Kroll, Michele; Todd, Michelle; Nolte, Alexander – Technology, Knowledge and Learning, 2022
Active learning strategies increase student engagement and performances, however, there is student resistance toward such instructional interventions. To overcome student resistance groupwork can be useful. In addition, digital technology can be used to re-design courses to add active learning techniques and support learning "with" and…
Descriptors: Active Learning, Computer Uses in Education, Educational Technology, College Students
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Mpungose, Cedric Bheki; Khoza, Simon Bheki – Technology, Knowledge and Learning, 2022
It is argued that learning management systems (LMS) are mainly used for formal and informal learning at the expense of non-formal learning. This ignites reluctance in students to use LMS to their maximum potential in institutions of higher education (IHE). Through two contrasting qualitative case studies in two IHEs, ways in which LMS can be used…
Descriptors: Graduate Students, Student Experience, Integrated Learning Systems, Online Courses
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Alturki, Sarah; Hulpu?, Ioana; Stuckenschmidt, Heiner – Technology, Knowledge and Learning, 2022
The tremendous growth of educational institutions' electronic data provides the opportunity to extract information that can be used to predict students' overall success, predict students' dropout rate, evaluate the performance of teachers and instructors, improve the learning material according to students' needs, and much more. This paper aims to…
Descriptors: Grade Prediction, Academic Achievement, Data Use, Dropout Rate
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Sahin, Muhittin; Yurdugül, Halil – Technology, Knowledge and Learning, 2022
Learning Management Systems are web-based systems in which learners can interact with content/learning resources and assessments, as well as other learners and instructors. LMSs have been widely used especially since the beginning of the information age. In the context of this study, the aim was to determine the expectations and needs of the…
Descriptors: Integrated Learning Systems, Student Needs, Educational Technology, Technology Uses in Education
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Tawfik, Andrew A.; Gatewood, Jessica; Gish-Lieberman, Jaclyn J.; Hampton, Andrew J. – Technology, Knowledge and Learning, 2022
Various theories and models have implicitly discussed the role of interaction when using learning technologies. Indeed, interaction is described as being important as it relates to technology adoption, cognitive load, and usability. While each of these perspectives describe elements of interaction, they fail to comprehensively detail how educators…
Descriptors: Definitions, Learning Experience, Interaction, Usability
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Grežo, Matúš; Sarmány-Schuller, Ivan – Technology, Knowledge and Learning, 2022
The main aim of this study was to (a) test the construct validity of complex problem solving (CPS); (b) examine the ability to acquire knowledge as a mediator of the relationship between intelligence and CPS performance; and (c) investigate the personal need for structure as a moderator of the relationship between intelligence and knowledge…
Descriptors: Problem Solving, Intelligence, Construct Validity, Knowledge Level
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Demir, Fatih; Bruce-Kotey, Charmaine; Alenezi, Fahad – Technology, Knowledge and Learning, 2022
Learning Management Systems (LMS) are in use for years and are still crucial assets for both teachers and students for teaching and learning. There is a wide variety of LMS available for institutions to administer learning in and out of the classes. However, deciding to pick an LMS to integrate is a critical decision that affects both instructors…
Descriptors: Integrated Learning Systems, Educational Technology, Electronic Learning, Teacher Attitudes
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Baiden, Patrick; Essel, Harry Barton; Vlachopoulos, Dimitrios; Tachie-Menson, Akosua; Essuman, Michael Ato – Technology, Knowledge and Learning, 2022
The engagement and motivation of students in drawing activities are of great importance to their learning processes. The decline in attendance and difficulties stimulating the drawing skills of students make it crucial to develop novel methodologies that can overcome these difficulties. In visual art education research, utilizing game elements…
Descriptors: Game Based Learning, Family and Consumer Sciences, Student Motivation, Learner Engagement
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Afthinos, Yanni; Kiaffas, Zacharias; Afthinos, Theofilos – Technology, Knowledge and Learning, 2022
The aim of this study is to examine whether students of a sport management undergraduate course can gain knowledge in the management of a professional soccer club, by participating in a commercial serious game. Serious is considered the cyber game that its purpose exceeds entertainment. For this case study, the serious sport club management game…
Descriptors: Undergraduate Students, Administrator Education, Athletics, Video Games
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