AbstractThe communication and collaboration between different factors involved in educational process leads us to address concepts related to the use of educational games through online educational platforms, in distance learning. The difficulty of this process varies according to several factors. The educational valences of using educational games in virtual classrooms, in ODL (Open Distance Learning) Department of University of Bucharest have been identified, translated and exploited during the fourteen years of activity. The Information and Communication Technology (ICT), the existing information on ICT literacy, ICT courses developed during this time, different courses designed to improve the educational system, national and internation...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The abrupt transition of the educational institutions to distance learning because of objective reas...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
AbstractThe communication and collaboration between different factors involved in educational proces...
The tight connection which occurs between entertainment and education has originated what is defined...
The tight connection which occurs between entertainment and education has originated what is defined...
The tight connection which occurs between entertainment and education has originated what is defined...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
We present a report from our preliminary research, which focused on the possibilities of implementin...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The abrupt transition of the educational institutions to distance learning because of objective reas...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...
AbstractThe communication and collaboration between different factors involved in educational proces...
The tight connection which occurs between entertainment and education has originated what is defined...
The tight connection which occurs between entertainment and education has originated what is defined...
The tight connection which occurs between entertainment and education has originated what is defined...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
We present a report from our preliminary research, which focused on the possibilities of implementin...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
The abrupt transition of the educational institutions to distance learning because of objective reas...
This chapter examines the rationale for the use of computer games in learning, teaching, and assessm...