نتایج جستجو برای: learner engagement
تعداد نتایج: 74485 فیلتر نتایج به سال:
We have implemented ubiquitous computing technology in a primary school setting to support rich classroom activities particularly in the field of early literacy. After initial tests have corroborated the benefit of this technology with respect to attaining curricular goals and to better supporting learner-centred classroom methodologies, we are now exploring specific intelligent support mechani...
Technological support for personalized learning has the potential to transform the educational system in the United States. There is a growing interest in educational games and their potential for motivating learners. Techniques from the educational data mining and intelligent tutoring systems communities can be leveraged to better understand, design, and evaluate educational games for both lea...
The purpose of this paper is to report on a study that considered Transactional Distance Theory (TDT) in a current technology context of web-based distance education (DE) in a high school environment. Data collection relied on semistructured interviews conducted with 13 e-teachers and seven other personnel within an organization responsible for high-school distance education in Newfoundland and...
As communications and information technology becomes ubiquitous in the delivery and management of education, the need for interoperability standards has become a high priority. Standards facilitate the description, packaging, sequencing and delivery of educational content, learning activities and learner information, to enable their sharing and reuse, and their compatibility with future technol...
Gamification is an interesting and relatively new concept. The concept of Gamification is more than just game playing; it is about introducing game design elements in a proper way to satisfy individual motivational needs according to personality traits. Researcher and Educators are currently looking at Gamification to deal with the problem of learner engagement and motivation in Collaborative L...
One of the emerging requirements for learning in the enterprise is finding new ways to keep the learner engaged. The use of advanced learning technologies that exploit a gameful design should increase engagement and encourage students to make connections between the simulated environment and the real world. This article presents game design guidelines for the development of an Educational Adven...
This article overviews research on second language vocabulary instruction with a specific focus on semantic and thematic vocabulary-clustering types. The theoretical benefits associated with both the semantic and thematic approaches, as well as the potential problems associated with them, are discussed. The conclusion drawn is that reinforcing the level of activation of target concepts during l...
The authors believe that well designed stories are one of the crucial factors in the engagement of the learner. This belief also applies to the design of interactive computer simulations, which historically have been thin on rich narrative. This paper explores the need for interactive narrative in educational management simulations and the role it plays in providing realistic settings for learn...
An extensive analysis of the college teaching literature (over 350 items) suggests that the perspective of perhaps the most highly effective college teachers has yet to be conceptualized, at least within a comprehensive developmental framework. This paper articulates that perspective-called here Systemocentrism (or teacher/learner-centeredness). The perspective b two distinctive elements-attent...
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