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 …

Technologies to support adaptable game design: A systematic map** study

C Carvalho, L Teran, M Mota… - Journal of the Brazilian …, 2024 - journals-sol.sbc.org.br
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 …

SGAME: An authoring tool to easily create educational video games by integrating SCORM-compliant learning objects

A Gordillo, E Barra, J Quemada - IEEE Access, 2021 - ieeexplore.ieee.org
Previous research on game-based learning has provided firm empirical evidence that
playing educational video games can positively impact students' motivation and learning …

Content manager for serious games: Theoretical framework and digital platform

AK Barianos, A Papadakis, N Vidakis - Advances in Mobile Learning …, 2022 - syncsci.com
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 …

Online teaching and learning under COVID-19 pandemic; perception of university students in Ghana

SA Sarpong, G Dwomoh, EK Boakye… - European Journal of …, 2021 - ejimed.com
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 …

[HTML][HTML] ARION: A Digital eLearning Educational Tool Library for Synchronization Composition & Orchestration of Learning Session Data

A Papadakis, A Barianos, M Kalogiannakis… - Applied Sciences, 2022 - mdpi.com
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 …

APPLYING GAMIFICATION IN LEARNING PROCESSES: GOOD PRACTICES AND RECOMMENDATIONS ABOUT HOW SERIOUS GAMES CAN ENHANCE …

P Guarini, M Rossi, R Di Fuccio… - ITALIAN JOURNAL OF …, 2022 - ojs.gsdjournal.it
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 …

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 …

Teaching Ancient Greek Theatre Through In-Game Exploration: The Case of ThimelEdu

AK Barianos, I Logothetis, M Kalogiannakis… - The Digital Folklore of …, 2022 - igi-global.com
Serious games are increasingly integrated into official learning settings due to their
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 …