The effect of games and simulations on higher education: a systematic literature review
D Vlachopoulos, A Makri - … Journal of Educational Technology in Higher …, 2017 - Springer
The focus of higher education institutions is the preparation of future professionals. To
achieve this aim, innovative teaching methods are often deployed, including games and …
achieve this aim, innovative teaching methods are often deployed, including games and …
A systematic review of the literature regarding socially assistive robots in pre-tertiary education
I Papadopoulos, R Lazzarino, S Miah, T Weaver… - Computers & …, 2020 - Elsevier
With rapid advances in Artificial Intelligence (AI) over the last decade, schools have
increasingly employed innovative tools, intelligent applications and methods that are …
increasingly employed innovative tools, intelligent applications and methods that are …
[PDF][PDF] Q methodology in audience research: Bridging the qualitative/quantitative 'divide'
CH Davis, C Michelle - … : Journal of Audience and Reception Studies, 2011 - academia.edu
Q Methodology has been employed in research on audiences since the 1960s, but has not
entered the mainstream of scholarly or commercial audience research, and most audience …
entered the mainstream of scholarly or commercial audience research, and most audience …
A joyful classroom learning system with robot learning companion for children to learn mathematics multiplication.
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with
flexible, mobile and joyful features. The theoretical foundations of this research include the …
flexible, mobile and joyful features. The theoretical foundations of this research include the …
Can ESA Method Through Quizizz Games Enhance Vocabulary Knowledge?
CV Katemba, GV Sinuhaji - … Journal of Game-Based Learning (IJGBL …, 2021 - igi-global.com
The teaching of vocabulary is essential in the world of teaching English as a foreign
language (EFL). EFL learners have problems in learning vocabulary. To attract the students' …
language (EFL). EFL learners have problems in learning vocabulary. To attract the students' …
[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 …
higher education by conducting a comprehensive bibliometric and visualization analysis …
Exploring parents' perceptions towards educational robots: Gender and socio-economic differences.
The article presents a study which explores the perception of parents towards educational
robots and their behavior on educational technology. It examines the development of …
robots and their behavior on educational technology. It examines the development of …
Web 3D simulation-based application in tourism education: A case study with Second Life
L Hsu - Journal of Hospitality, Leisure, Sport & Tourism …, 2012 - Elsevier
Abstract 3D simulation-based virtual worlds, such as Second Life (hereafter SL), have been
substantially adopted in educational settings worldwide. However, elaborations on such …
substantially adopted in educational settings worldwide. However, elaborations on such …
Academics' Attitudes toward Using Digital Games for Learning & Teaching in Malaysia.
EM Noraddin, NT Kian - Malaysian Online Journal of Educational Technology, 2014 - ERIC
Digital (or computer) games have been extremely attractive to gamers of all ages, especially
the young ones. They spend much time playing such games for pleasure and entertainment …
the young ones. They spend much time playing such games for pleasure and entertainment …
Three learning potentials in digital games: perception of Malaysian university teachers
E Noraddin, NT Kian - Journal of E-learning and Knowledge …, 2015 - learntechlib.org
This study aimed to investigate university teachers' perceptions of the potential benefits, or
the lack of them, in digital games for learning and teaching in higher education institutions in …
the lack of them, in digital games for learning and teaching in higher education institutions in …