The influence of technology on education is significant and growing. In particular, most students in higher education now work in a learning environment that supports electronic access to course materials and perhaps controls aspects of the learning process. Within such an environment, students have greater choice as to when, where and how they study; unfortunately, however, these advantages are often offset by a reduction in student engagement. This is partly due to the quality of the learning content but equally important is the suitability of the learning environment in which that material is studied. This thesis focuses on that environment, considering, in particular, how student engagement might be improved using techniques common in d...
This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new ap...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
University students utilise e-learning resources to gain easy access to information and to make gene...
We present a report from our preliminary research, which focused on the possibilities of implementin...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
In order to introduce the environment of the University of Gävle to the new students, an efficient w...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Goal: The use of an online game for learning in higher education aims to make complex theoretical kn...
Abstract. The intrinsic motivation to play, and therefore to learn, that might be provided by digita...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
The rapid development of information technology affects numerous aspects of human life, including ed...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new ap...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...
University students utilise e-learning resources to gain easy access to information and to make gene...
We present a report from our preliminary research, which focused on the possibilities of implementin...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
In order to introduce the environment of the University of Gävle to the new students, an efficient w...
In this modern age, more children are becoming frequent smartphone users. This research presents an ...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Goal: The use of an online game for learning in higher education aims to make complex theoretical kn...
Abstract. The intrinsic motivation to play, and therefore to learn, that might be provided by digita...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
The rapid development of information technology affects numerous aspects of human life, including ed...
Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for...
This thesis presents a case study of Game Mechanic based E-Learning. This is put forward as a new ap...
AbstractThis paper practically develops a game-based learning system to improve self-efficacy for st...
Abstract: Emerging trends such as digitalization, globalization, and the COVID-19 pandemic areforcin...