There are benefits to integrating interactivity and prompt feedback into instruction. Also, many of today\u27s students prefer electronic gaming and learning. Hence, the integration, into teaching, of interactive, game-based electronic learning resources that provide instantaneous feedback can be desirable from both student and instructor perspectives. A study was conducted at Georgia Southern University (Georgia, USA) in which electronic study aids (ESAs), in the form of ‘Flash Cards\u27, ‘Quizzes\u27, ‘Challenge Games\u27 and ‘Crossword Puzzles\u27, were made available to freshman-level chemistry students. At semester\u27s end, students completed an anonymous survey designed to determine how they used the ESAs, solicit their perceptions o...
This article describes a qualitative research analysis on the implementation of interactive e-books ...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
This paper describes an initiative in which a chemistry instructor provided a set of computer-based ...
Pharmacy Challenge’ is a mobile/web multiplayer that was developed at Kingston University. The game...
Although electronic educational tools have become popular, few studies have considered their effecti...
The use of game-based learning in the classroom has become more common in recent years. Many game-ba...
In recent years student exposure to computer applications has increased at an unprecedented rate. Ye...
Traditional usage of lecture slides and notes for teaching and learning, though familiar to many, ha...
In recent years student exposure to computer applications has increased at an unprecedented rate. Ye...
Digital games are very popular today and people spend a lot of time playing. Because it is fun and e...
Abstract: Educational researchers usually study students' performance in order to better unders...
This review paper analyses authors who used gamified e-learning systems in higher education. Their t...
The influence of technology on education is significant and growing. In particular, most students in...
Interactive response systems “clickers ” can provide multiple benefits to the students and faculty w...
This article describes a qualitative research analysis on the implementation of interactive e-books ...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...
This paper describes an initiative in which a chemistry instructor provided a set of computer-based ...
Pharmacy Challenge’ is a mobile/web multiplayer that was developed at Kingston University. The game...
Although electronic educational tools have become popular, few studies have considered their effecti...
The use of game-based learning in the classroom has become more common in recent years. Many game-ba...
In recent years student exposure to computer applications has increased at an unprecedented rate. Ye...
Traditional usage of lecture slides and notes for teaching and learning, though familiar to many, ha...
In recent years student exposure to computer applications has increased at an unprecedented rate. Ye...
Digital games are very popular today and people spend a lot of time playing. Because it is fun and e...
Abstract: Educational researchers usually study students' performance in order to better unders...
This review paper analyses authors who used gamified e-learning systems in higher education. Their t...
The influence of technology on education is significant and growing. In particular, most students in...
Interactive response systems “clickers ” can provide multiple benefits to the students and faculty w...
This article describes a qualitative research analysis on the implementation of interactive e-books ...
Gamification has been gaining increasing acceptability in recent times in educational and commercial...
In spite of the unprecedented popularity to use innovative gaming concepts within the educational co...