نتایج جستجو برای: educational designers
تعداد نتایج: 183262 فیلتر نتایج به سال:
Educational games are considered interactive activities that should be just as motivating and engaging as regular digital games, but players will learn rather than just be entertained. Despite some limited success over the past few decades, educational games have failed to reach mainstream adoption or success. This chapter claims that such a failure is the result of poor design. Designers can c...
aim: the aim of this study is to identify a framework of needed expertise for publishing academic electronic textbooks according to the characteristics of this kind of books. therefore the final result focuses on needed experts through the consensus method. method: delphi technique using the researcher made questionnaire was done in four rounds. the research population was composed of forty exp...
Designing educational experiences is an imaginative art. As designers, we anticipate and fabricate activities, resources, and conversations that will bring learners’ inquiry to fulfillment, enabling their growth toward desirable skills, intuitions, and understandings. As Whitehead suggests, success in this art requires highly developed tools, and the computer, in its protean flexibility, is the...
As an educational setting, the traditional classroom fails to meet the learner’s need for suitable skills to learn with educational software. The development of digital learning skills in school curricula challenges designers of educational software. A useful starting point of research in this domain is the study of literacy, both in its traditional and new forms (Tyner, 1998). It is a powerful...
Under 5 years . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 7.5 5 to 9 years . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 7.5 10 to 14 years . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6.8 15 to 19 years . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 5.3 20 to 24 years . . . . . . . . . . . . . . . . . . . . . . . ....
Adventure learning (AL) is a hybrid distance education approach that provides students with opportunities to explore real-world issues through authentic learning experiences within collaborative learning environments. Within hybrid environments, designers habitually attempt to replicate traditional classroom pedagogy resulting in experiences that do not support or afford meaningful collaboratio...
The design of educational software interfaces is a complex task, given its high domain dependency and multidisciplinary nature. It requires that teachers’ knowledge and pedagogical beliefs be incorporated into the interface, posing a challenge to both teachers and designers, as they have to act as partners from the earliest phases of the process, sharing their knowledge. The present work invest...
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning the educational effectiveness, appeal and scope...
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning the educational effectiveness, appeal and scope...
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