15   Artículos

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en línea
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... ver más
Revista: Informatics    Formato: Electrónico

 
en línea
Dogan - Ibrahim,Nadire Cavus     Pág. pp. 38 - 42
There is an increase use of wireless technologies in education all over the world. In fact, wireless technologies such as laptop computers, palmtop computers, and mobile phones are revolutionizing education and transforming the traditional classroom base... ver más

 
en línea
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... ver más

 
en línea
Hen Friman, Yafa Sitbon, Ifaa Banner, Tal Shauli and Yulia Einav    
An action learning course is an academic course which involves academic learning and social activities, and has an impact on the community. In the last year, students from the HIT, Holon Institute of Technology, participated in the action learning course... ver más
Revista: Environments    Formato: Electrónico

 
en línea
Mohamd Hassan Hassan,Fuad Alhosban,Mou'ath Hourani     Pág. pp. 13 - 18
This paper presents an approach to enhance students? engagement with their university, as well as assisting them in understanding their current academic state by using mobile technologies. This approach simplifies the presentation, awareness of universit... ver más

 
en línea
Ferial Khaddage,Ashley Chonka,Wanlei Zhou     Pág. pp. 55 - 58
Over the past decade, we have seen a large advancement in picture and sound quality that is now offered through mobile phones. Through this advancement we have now seen the development of mobile phones that have cameras that can take picture and videos. ... ver más

 
en línea
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... ver más
Revista: Australasian Journal of Information Systems    Formato: Electrónico

 
en línea
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... ver más
Revista: Computers    Formato: Electrónico

 
en línea
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:... ver más
Revista: Journal of Economic and Financial Sciences (JEF)    Formato: Electrónico

 
en línea
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... ver más
Revista: Future Internet    Formato: Electrónico

 
en línea
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... ver más
Revista: Invotec    Formato: Electrónico

 
en línea
Valdrin Maloku,Markus Ebner,Martin Ebner     Pág. pp. 81 - 96
The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be use... ver más

 
en línea
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... ver más
Revista: Information    Formato: Electrónico

 
en línea
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... ver más
Revista: Information    Formato: Electrónico

 
en línea
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... ver más

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