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Gamification is a new form of approach that is being looked into in the world of education. With its game elements that relates to the needs of the current generation of users whose life is entangled in the world of technology. Yet the use of technology is not a one size fits all deal; thus it is important to identify how certain gamification elements influences students. This is vital point that...
One of the most prominent issues in engineering education is the proper preparation of prospective engineering students in the subjects of mathematics, physics, and English during their senior secondary school years. South Africa is particularly disadvantaged in this regard as international assessments have shown South African secondary students have consistently been shown to perform poorly in this...
Past literatures on e-learning system and courseware have focused on the system features and on the technologies employed. To integrate IT well with pedagogical principles, it is important to involve instructors in the courseware development. This study seeks to gain insight on courseware development by investigating instructor's different roles in each courseware development phase. Using an educational...
This paper reports on preliminary findings of phenomenographic interviews with higher education teachers in China working in `conventional, campus-based universities concerning their conceptions of e-Learning. The interviews were analysed from a grounded theory perspective that resulted in a set of preliminary conceptual categories namely the centrality of the lecture, online cooperative learning,...
The study investigated the characteristic differences among student learning behavior patterns in an online learning situation. Sixty students participated in the work and undertook four months online learning in an e-learning system. The two-stage cluster analysis was designed to explore the identification and classification of student learning behavior patterns. The results found three distinct...
This paper is about the role of advanced educational tools in fundraising and presents a design solution meant to assess by comparative evaluation the human-machine and human-computer interactions in the case of the fundraising Robo-eLC. The software core of the gynoid robot and its elearning system have been re-modulated based on feedbacks from earlier prototype and integrated into a multimedia kiosk...
The rapid development and the complexity of e-learning-based experiences require the use of methods and tools to evaluate them. The current work presents an evaluation method based on a ldquoquality assurancerdquo model in order to represent the several phases in the implementation of an e-learning experience as well as the quality criteria to be checked. Two evaluation cases are used to describe...
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