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University students' intention to use e-learning systems: A study of higher educational institutions in Sri Lanka
SN Samsudeen, R Mohamed - Interactive Technology and Smart …, 2019 - emerald.com
Purpose The purpose of this study was to investigate the factors that might influence the
intention and use behaviour of e-learning systems by students in state universities in Sri …
intention and use behaviour of e-learning systems by students in state universities in Sri …
Technologies to support adaptable game design: A systematic map** study
Designing games accessible and inclusive to a broader audience requires considering
social, technical, and cultural aspects that recognize the diversity of the target audience. One …
social, technical, and cultural aspects that recognize the diversity of the target audience. One …
SGAME: An authoring tool to easily create educational video games by integrating SCORM-compliant learning objects
Previous research on game-based learning has provided firm empirical evidence that
playing educational video games can positively impact students' motivation and learning …
playing educational video games can positively impact students' motivation and learning …
Content manager for serious games: Theoretical framework and digital platform
In education, digital or traditional, the material studied by students is the basis from which
they will achieve knowledge. For this reason, schoolbooks have been meticulously …
they will achieve knowledge. For this reason, schoolbooks have been meticulously …
Online teaching and learning under COVID-19 pandemic; perception of university students in Ghana
Due to the COVID-19 pandemic, universities in Ghana instituted drastic interventions to
support large-scale online teaching and learning. This study, therefore, examines student's …
support large-scale online teaching and learning. This study, therefore, examines student's …
[HTML][HTML] ARION: A Digital eLearning Educational Tool Library for Synchronization Composition & Orchestration of Learning Session Data
In the last decade, there has been increased use of eLearning tools. Platforms and
ecosystems supporting digital learning generate a vast amount of data and information in …
ecosystems supporting digital learning generate a vast amount of data and information in …
APPLYING GAMIFICATION IN LEARNING PROCESSES: GOOD PRACTICES AND RECOMMENDATIONS ABOUT HOW SERIOUS GAMES CAN ENHANCE …
This paper is a quantitative literary review about serious games (SGs). It investigates two
main questions: Are SGs used by teachers in planning their teaching and learning …
main questions: Are SGs used by teachers in planning their teaching and learning …
The Problems and Organization of Learning Using Distance Educational Technologies: Practical Issues
A Katyetova - The International Conference on Recent Innovations in …, 2022 - Springer
Since the beginning of the pandemic 2020, educational system in every country has offered
and introduced new technologies and instruments for distance education. Each school …
and introduced new technologies and instruments for distance education. Each school …
Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu
Serious games are increasingly integrated into official learning settings due to their
effectiveness as teaching tools, especially in cultural heritance. Despite extensive research …
effectiveness as teaching tools, especially in cultural heritance. Despite extensive research …
[PDF][PDF] A Study of The Attitudes and Motivations of Learning of Junior High School Students on The Technological Process in Islamic Studies
A Oldani, F Chiara, M Monica - Journal Neosantara …, 2023 - pdfs.semanticscholar.org
The influence of technological processes is something that can no longer be separated from
human life today, including the field of education. Students' responses and acceptances of …
human life today, including the field of education. Students' responses and acceptances of …