نتایج جستجو برای: learners engagement
تعداد نتایج: 95112 فیلتر نتایج به سال:
Offering pervasive game-based learning scenarios to at-risk learners is considered effective and motivating. This experimental study offers a detailed example of an educational setting that couples a mobile game with a PC browser game. It evaluates how this coupling supports engagement and learning for the target group. Nineteen participants aged between 17 and 21 years played and explored the ...
In this paper, we present an evaluation of the role that software played in promoting collaborative scientific participation in a learning community driven by learners’ interests and goals. In our analysis of an out-of-school learning environment we designed and implemented to promote scientific engagement, we found that the software was not always at the forefront in the learning environment. ...
The aim of this study was to investigate effects gamification on active and reflective learners' engagement cognitive load. It also presented both groups’ experiences in 10-week process comparison. Participants consisted 70 undergraduate students (45 active, 25 learners). According results, learners were high rate behavioral, emotional, engagements gamification, had low There no any significant...
This paper presents the Mário Schenberg Spaceship, a Virtual Reality (VR) based collaborative learning environment for Astronomy, Science and Physics learning. The installation has a spaceshiplike scenario, where a group of learners experiment an adventure in space. Learners interact with six workstations to play a collaborative but not competitive game. The goal of the game is to complete a mi...
This selective review synthesizes and draws recommendations from the fields of affective computing, intelligent tutoring systems, and psychology to describe and discuss the emotions that learners report experiencing while interacting with agent-based learning environments (ABLEs). Theoretically driven explanations are provided that describe the relative effectiveness and ineffectiveness of diff...
There is growing recognition that involving patients in the development of new patient-reported outcome measures helps ensure that the outcomes that matter most to people living with health conditions are captured. Here, we describe and discuss different experiences of integrating patients as full patient research partners (PRPs) in outcomes research from multiple perspectives (e.g., researcher...
The current era of advanced display technologies, such as a head mounted displays, smart glasses and handheld devices, have supported the usage of mixed-reality and augmented reality concepts in smart educational classrooms. These advanced technologies have enabled enhanced collaboration and an interactive communication between distance learners and local learners. Being present’ is a key facto...
BACKGROUND Team-based learning (TBL) is an effective teaching method for medical students. It improves knowledge acquisition and has benefits regarding learner engagement and teamwork skills. In medical education it is predominately used with undergraduates but has potential benefits for training clinicians. The aims of this study were to examine the impact of TBL in a sample of psychiatrists i...
This article describes gaming, an interactive teaching strategy that promotes active learning. An evaluation study conducted with home health care nurses tested the use of a game as a teaching tool. The study evaluated learning outcomes and learners' level of engagement and satisfaction with an educational game as a teaching method.
Motivation is essential to learning and performance in elearning environments. Designing strategies to intervene in the learning process as soon as possible with the aim of keeping the learner engagement high is thus remarkably important. This paper proposes a method which allows instructors to discover learners with a performance inconsistent with the activity carried out, enabling teachers to...
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