Zobrazeno 1 - 10
of 27
pro vyhledávání: '"Panagiotis Zaharias"'
Publikováno v:
International Journal of Game-Based Learning. 10:1-21
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in t
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in t
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::2b11bbee506c9a2911b4b94cb1a0c177
https://doi.org/10.4018/978-1-6684-3702-5.ch043
https://doi.org/10.4018/978-1-6684-3702-5.ch043
Publikováno v:
International Journal of Gaming and Computer-Mediated Simulations. 9:28-44
Serious games have gained momentum during last and current decade and research findings indicate they can be fertile and effective learning tools. While there are several studies dealing with 2-dimensional and 3-dimensional serious games in education
Serious games have gained momentum during last and current decade and research findings indicate they can be fertile and effective learning tools. While there are several studies dealing with 2-dimensional and 3-dimensional serious games in education
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::4da94eb28a3c618369ddc993f64469b2
https://doi.org/10.4018/978-1-5225-8179-6.ch021
https://doi.org/10.4018/978-1-5225-8179-6.ch021
Publikováno v:
Ανοικτή Εκπαίδευση: το περιοδικό για την Ανοικτή και εξ Αποστάσεως Εκπαίδευση και την Εκπαιδευτική Τεχνολογία; Τόμ. 12 Αρ. 2 (2016); 90-102
Open Education: The Journal for Open and Distance Education and Educational Technology; Vol. 12 No. 2 (2016); 90-102
Open Education: The Journal for Open and Distance Education and Educational Technology; Vol. 12 No. 2 (2016); 90-102
During the last decade we have witnessed a rapid growth of Web 2.0 technologies and especially the so-called online social media. Many people, from every age group but especially teenagers, participate in online communities, making new friends and ex
Publikováno v:
Διεθνές Συνέδριο για την Ανοικτή & εξ Αποστάσεως Εκπαίδευση. 7
During the last decade there is a rapid progress in Web 2.0 technologies and especially in social media. Every day, many people and mostly teenagers become members in web communities in order to communicate, to make friends, to express themselves in
Publikováno v:
Lecture Notes in Computer Science ISBN: 9783319402154
GALA
GALA
Student's motivation difficulties are present in learning scenarios, even university grades. Between the techniques being applied by instructors to counteract this fact, we can find gamification techniques. Unfortunately, sometimes the result is the
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::5defd88b08980180282b012839b56f9c
https://doi.org/10.1007/978-3-319-40216-1_57
https://doi.org/10.1007/978-3-319-40216-1_57
Publikováno v:
Campus-Wide Information Systems. 29:45-60
Purpose – The purpose of this paper is to discuss heuristic evaluation as a method for evaluating e‐learning courses and applications and more specifically to investigate the applicability and empirical use of two customized e‐learning heuristi
Publikováno v:
Computers in Entertainment. 7:1-24
Massively multiplayer online games (MMOGs) are persisted virtual worlds capable of supporting hundreds or thousands of gamers simultaneously. Although every MMOG environment has its own “culture,” gamers originate from different countries, speak
Publikováno v:
International Journal of Human-Computer Interaction. 25:75-98
In this article, the development of a questionnaire-based usability evaluation method for e-learning applications is described. The method extends the current practice by focusing not only on cognitive but also affective considerations that may influ