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Promoting Open Education through Gamification in Higher Education: The OpenGame project
(ACM International Conference Proceeding Series, 2020)
Open education enables the transformation of higher education institutions to increase access to and quality of education, which is directly connected with the fourth sustainable development goal defined by UNESCO. Despite ...
Game-Based Learning for Learners With Disabilities-What Is Next? A Systematic Literature Review From the Activity Theory Perspective
(Frontiers in psychology, 2022)
The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential ...
Training on Social Economy Entrepreneurship: Social PlaNet
(Journal of Information Technology Research, 2020-07)
Social PlaNet is a gamified learning platform to train social economy entrepreneurship, which has been developed in the Social Seducement Erasmus+ project. The main aim of this project is offering a labour option to long-term ...
Online Digital Workshop: An Opportunity for Digital Learning in Kenya
(Communications in Computer and Information Science, 2022)
Institutions wishing to introduce e-learning into their educational system need to consider the necessary resources and evaluate the levels of technological literacy of their teaching staff. The teachers’ preparation in ...
Semiautomatic Grading of Short Texts for Open Answers in Higher Education
(Communications in Computer and Information Science, 2022)
Grading student activities in online courses is a time-expensive task, especially with a high number of students in the course. To avoid a bottleneck in the continuous evaluation process, quizzes with multiple choice ...
Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
(Frontiers in Psychology, 2022)
Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under ...
The changing landscape of mobile learning pedagogy: A systematic literature review
(Interactive learning environments, 2022)
With the rapid evolution of mobile technology, the adoption of mobile learning in education has also increased. Several studies have conducted various systematic literature reviews to discuss mobile learning from different ...
Social interaction and gamification with youth at risk of social exclusion: The technological approach of the Keystone project
(Entertainment Computing, 2022-08)
This paper presents the Keystone project, which proposes a multidisciplinary approach to improve the opportunities of young people at risk of social exclusion. The focus of the paper is the technological approach built ...
From traditional to home-confined learning: a case study in a school involved with ICT
(Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
The SARS-CoV-2 pandemic affected all aspects of daily life overnight, worldwide. In education, academic systems had to frantically switch to an online format. Teachers and students had to face an unknown situation, with ...
Improvement in educational performance through wearable-based flow predictive models
(Proceedings - JICV 2022: 12th International Conference on Virtual Campus, 2022)
Flow Theory has been used to study motivation in educational activities. However, few studies use physiological data to uncover unknown aspects of said data in any context, and isolated individuals are involved as well. ...