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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 ...
Connection between sleeping patterns and cognitive deterioration in women with Alzheimer’s disease
(Springer Science and Business Media Deutschland GmbH, 2022)
Background: Alzheimer’s disease (AD) causes symptoms such as dementia, memory loss, disorientation, and even aggressiveness, and is more common in women than in men. AD may also manifest itself in changes in sleep patterns. ...
Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis
(Smart Learning Environments, 2022)
The Metaverse has been the centre of attraction for educationists for quite some time. This field got renewed interest with the announcement of social media giant Facebook as it rebranding and positioning it as Meta. While ...
Innovative Hybrid SPOC Model for Initial and Continuing Education at University
(Lecture Notes in Networks and Systems, 2022)
This paper describes an innovative model of hybrid SPOC (Small Private Online Course) implemented for Professional Licence curricula, running at Cadi Ayyad University since late 2016. This continuing training is the first ...
Responding to the Initial Challenge of the COVID-19 Pandemic: Analysis of International Responses and Impact in School and Higher Education
(Sustainability, 2022)
This paper presents and analyses solutions where open education and open science were utilised to reduce the impact of the COVID-19 pandemic on education. The COVID-19 outbreak and associated lockdowns created huge challenges ...
Evaluation of authoring tools under ATAG and WCAG recommendations
(Universal Access in the Information Society, 2022)
Authoring tools are software programs that allow users to create learning content, lessons, and courses, usually to be used in virtual learning environments. These tools are a reasonable choice for novice users, as they ...
Gamification as Support for Educational Inclusion: The Case of AR-mBot
(Proceedings - 2022 International Conference on Advanced Learning Technologies, ICALT 2022, 2022)
Today's education must offer multiple opportunities to address the individual needs of all students. In this context, educational innovation plays an important role in guiding the processes of creating strategies to achieve ...
To Use or Not to Use: Impact of Personality on the Intention of Using Gamified Learning Environments
(Electronics, 2022)
Technology acceptance is essential for technology success. However, individual users are known to differ in their tendency to adopt and interact with new technologies. Among the individual differences, personality has been ...
The Use of Mobile Learning in Higher Education: A Study on the MOOC of Cadi Ayyad University
(Lecture Notes in Networks and Systems, 2022)
With the rapid growth of mobile technologies, the evolution of mobile devices, and the progress in wireless communications and networking technologies, mobile devices have become very popular and have reached a very high ...
Preface: Higher Education in Palestine
(Lecture Notes in Educational Technology, 2022)
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