[HTML][HTML] To be (online) or not to be? The antecedents of online study propensity and e-learning-dependent dropout intention in higher education

DA Sitar-Tăut, D Mican, OI Moisescu - Technological Forecasting and …, 2024 - Elsevier
Student satisfaction, particularly in the context of remote learning, has been extensively
investigated, especially since the COVID-19 outbreak. However, previous studies have …

[PDF][PDF] A Trendology of Gamification's Role in Higher Education: A Bibliometric & Visualization Study

E Aslanyan-rad - 2024 - researchgate.net
The current investigation was conducted to analyze a trendology of Gamification's role in
higher education by conducting a comprehensive bibliometric and visualization analysis …

Level up your coding: a systematic review of personalized, cognitive, and gamified learning in programming education

K Ishaq, A Alvi, MI ul Haq, F Rosdi, AN Choudhry… - PeerJ Computer …, 2024 - peerj.com
Programming courses in computer science play a crucial role as they often serve as
students' initial exposure to computer programming. Many university students find …

Cognitive systems for education: architectures, innovations, and comparative analyses

H Bahassi, M Azmi, A Khiat - Procedia Computer Science, 2024 - Elsevier
In recent years, education has been closely linked to the continued development of
technology, especially smart systems based on the use of artificial intelligence with cognitive …

Assist of AI in a Smart Learning Environment

KC Sofianos, M Stefanidakis, A Kaponis… - … Conference on Artificial …, 2024 - Springer
In recent years and especially during the pandemic period the use of e-learning tools has
boomed, moreover, nowadays existing technologies play an important role in providing an …

Leveling up orthodontic education: Game-based learning as the new frontier in orthodontic curriculum

HT Lakshmikantha - Research and Development in Medical …, 2024 - rdme.tbzmed.ac.ir
Game-based learning (GBL) is becoming a focal point in contemporary orthodontic dental
education. This study examines GBL's ability to provide immersive experiences simulating …

Metaverse VR technologies in contemporary Chinese music education

HM Zhang - Interactive Learning Environments, 2024 - Taylor & Francis
The research purpose is to explore the need to introduce innovations in the curriculum and
the classroom in music colleges and universities influenced by virtual reality multimedia …

EDUPERES and GAMERES: A smart interactive education platform and digital gamification for basic circuit analysis

S Uluskan - Computer Applications in Engineering Education, 2024 - Wiley Online Library
Abstract This paper introduces Education Platform for Equivalent Resistance (EDUPERES)
and Gamification of Equivalent Resistance (GAMERES), two different parts of a new …

Evaluation of Problem Based Gamification Learning (PBGL) Model on Critical Thinking Ability with Artificial Intelligence Approach Integrated with ChatGPT API: An …

RN Naatonis, R Rusijono, M Jannah… - Qubahan Academic …, 2024 - journal.qubahan.com
This research evaluates the effectiveness of the PBGL model integrated with Artificial
Intelligence (AI) using the ChatGPT API to improve students' critical thinking skills. The main …

A Critical Glance at Adaptive Learning Systems Using Artificial Intelligence: A Systematic Review and Qualitative Synthesis of Contemporary Research Literature

R Meylani - Batı Anadolu Eğitim Bilimleri Dergisi, 2024 - dergipark.org.tr
This study aims to critically examine the current research on AI-powered adaptive learning
systems by synthesizing studies to identify trends, gaps, and challenges. It also explores the …