Challenges, opportunities, and prospects of adopting and using smart digital technologies in learning environments: An iterative review

S Mhlongo, K Mbatha, B Ramatsetse, R Dlamini - Heliyon, 2023 - cell.com
The adoption of smart digital technologies in the education system has grown exponentially
over the years, creating new possibilities to improve teaching and enhance learning. Against …

SentiTAM: Sentiments centered integrated framework for mobile learning adaptability in higher education

A Qazi, N Hasan, CM Owusu-Ansah, G Hardaker… - Heliyon, 2023 - cell.com
Online communities provide facilities to share public opinions and or sentiments on a wide
range of subjects, from routine topics to vital issues of critical interest. Nowadays, many …

Gamification of Mathematics Teaching Materials: Its Validity, Practicality and Effectiveness

H Lukman, N Agustiani, A Setiani - International Journal of …, 2023 - learntechlib.org
Gamification is a strategy for involving students by incorporating game elements into the
learning process to improve specific abilities, involving students, optimizing learning …

Quantum flipped learning and students' cognitive engagement in achieving their critical and creative thinking in learning

K Agustini, I Santyasa, I Tegeh… - … Journal of Emerging …, 2022 - learntechlib.org
The 21st century as the information age implies that everyone, including students, must be
literate in the development and advancement of knowledge-based information and …

[HTML][HTML] Mobile Learning and Its Effect on Learning Outcomes and Critical Thinking: A Systematic Review

L Pedraja-Rejas, C Muñoz-Fritis, E Rodríguez-Ponce… - Applied Sciences, 2024 - mdpi.com
This paper explores the relationships between m-learning, learning outcomes, and
developing critical thinking in university students. A systematic review of empirical articles in …

Gamification as collaborative learning resources in technological education

C Páez-Quinde, E Arroba-Freire… - 2023 IEEE Global …, 2023 - ieeexplore.ieee.org
This research on gamification as a collaborative learning resource in technology education
is based on the development of gamification resources so that technology education …

Enhancing Online English Self-Regulated Learning through Gamification and Active Learning in Higher Education.

B Waluyo, K Songkhai, J Li - TESL-EJ, 2024 - ERIC
Despite the increased adoption of online learning in higher education, there was limited
knowledge about how the combination of online English synchronous learning with gamified …

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 …

Effectiveness of gamification in nursing degree education

S Sanz-Martos, C Álvarez-García, C Álvarez-Nieto… - PeerJ, 2024 - peerj.com
Background Previous research in nursing has found favorable results from the use of
teaching methodologies alternative to lectures. One of the complementary methodologies …

[PDF][PDF] Impact of TOC (Teacher Organizational Commitment) and VTLE (Virtual Teaching Learning Environment) on Teachers' Innovative Work Behavior (TIWB) …

F Tian - Journal of Information Systems Engineering and …, 2024 - jisem-journal.com
The use of technology in education has challenged traditional paradigms of teaching and
learning, resulting in instructor adaptability and creativity. The rapid advancement of …