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Research on educational e-courses that contain only a series of motivating elements of computer games but do not include playing computer games has intensified since 2010 [1] [6]. This field of research is called gamification and represents the use of game elements (mechanics, dynamics and aesthetics) in a field (education, marketing etc.) that is not a computer game. A review of literature related...
The development of e-learning in higher education institutions depends on teachers' adoption and their levels of acceptance of e-learning technologies in the teaching process. Understanding the factors that influence teachers' intention to use e-learning technologies may help explain the barriers to their adoption of e-learning in hybrid environments. This paper investigates the relationship between...
The use of Web 2.0 tools and services is attracting considerable attention of the e-learning community at the secondary and higher education levels. This paper focuses on the creation of students' artifacts with various Web 2.0 tools (e.g. those for online creation of mind maps, block-diagrams, slideshow presentations, online comic strips, surveys, etc.) for assessment purposes and peer-to-peer learning...
Student characteristics like computer literacy, academic skills, learning skills, learning strategy, and time management are important factors of their success in e-learning courses. In our study seven self-assessment scales were designed to measure the constructs related to student success in e-learning. In two independent studies the reliabilities of those scales were investigated. Small but statistically...
Various studies and surveys focus on critical factors for a successful e-government and e-services implementation at a local or a national level. Many of those critical factors can be placed within three important areas: ICT infrastructure, management issues, and human resources. This paper presents the results from a survey which was sent to the representatives of the local government in Croatian...
This paper provides an overview of some of the basic features of ePortfolio systems regarding their maturity level, purpose, typology and potential for student reflection. It also presents the results of the evaluation of two ePortfolio systems based on a student survey. In order to choose the appropriate ePortfolio system to be implemented, two systems (Mahara and Elgg) were tested in a concrete...
This paper analyzes potential uses of Web 2.0 tools in e-learning. Some of the more popular Web 2.0 tools are briefly explained. Self-assessment scales were developed intended to measure various constructs that could be associated with the use of Web 2.0 tools. These constructs were related to higher levels of information literacy, innovativeness, technological curiosity, internet access, stimulating...
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