Simulation-based learning for computer and networking teaching: A systematic literature review and bibliometric analysis
Simulation-based learning (SBL) offers an extensive variety of chances to practice complex
computer and networking skills in higher education and to implement diverse kinds of …
computer and networking skills in higher education and to implement diverse kinds of …
Simulation-based learning via cisco packet tracer to enhance the teaching of computer networks
J Allison - Proceedings of the 27th ACM Conference on on …, 2022 - dl.acm.org
Teaching and learning computer networks is a crucial part of a computing undergraduates
education. However, it is an abstract topic with theory that can be challenging for students to …
education. However, it is an abstract topic with theory that can be challenging for students to …
Determinants of Intention to Use Simulation-Based Learning in Computers and Networking Courses: An ISM and MICMAC Analysis
Simulation-based learning (SBL) presents a wide variety of opportunities to practice
complex computer and networking skills in higher education, employing various platforms to …
complex computer and networking skills in higher education, employing various platforms to …
[PDF][PDF] A study on the effect of cognitive style in the field of STEM on collaborative learning outcome
HK Lu, PC Lin - International Journal of information and education …, 2018 - ijiet.org
Due to the rapid development of the Internet and information technology, schools of all
levels around the world pay special attention to the talent cultivation in the field of science …
levels around the world pay special attention to the talent cultivation in the field of science …
Students' Acceptance of Simulation Games in Management Courses: Evidence from Saudi Arabia.
D Bamufleh, R Hussain, E Sheikh, K Khodary - Journal of Education and …, 2020 - ERIC
As a new trend in learning, simulation games play an active and essential role in the area of
educational technology. Gaming makes a positive impact on the learning process. It has the …
educational technology. Gaming makes a positive impact on the learning process. It has the …
[PDF][PDF] A study of knowledge dimension and cognitive process pattern of cognitive style differences in stem cooperative learning environment
PC Lin, HK Lu, YC Lin - International Journal of Information and Education …, 2018 - ijiet.org
The purpose of this study was to investigate the differences of knowledge dimensions and
cognitive process patterns of students with different cognitive styles in STEM collaborative …
cognitive process patterns of students with different cognitive styles in STEM collaborative …
Digital serious game to engage business students in active lectures: a pilot study
Purpose This study aims to investigate an integrated approach that stimulates engagement
and interaction in the online learning environment. A simulation game was developed to …
and interaction in the online learning environment. A simulation game was developed to …
The influencing factors of game brand loyalty
X Zhao, T Sam, X Zhang, Y Liu - Heliyon, 2024 - cell.com
Our research aims to investigate the impact mechanism of brand loyalty among gamers
during the gaming process within the framework of brand loyalty theory and cognitive theory …
during the gaming process within the framework of brand loyalty theory and cognitive theory …
[PDF][PDF] Putting humans back in the loop: a study in human-machine cooperative learning
M Gnjatović, N Maček, S Adamović - Acta Polytechnica Hungarica, 2020 - epa.niif.hu
This paper introduces a novel approach to human-machine collaborative learning that
allows for the chronically missing human learnability in the context of supervised machine …
allows for the chronically missing human learnability in the context of supervised machine …
Fiber optic training program with intensive experiments using both real laboratory and simulation environments
This paper highlights a fiber optic training program developed according to the occupational
competencies using real and simulation platforms to train young people aged between 15 …
competencies using real and simulation platforms to train young people aged between 15 …