Significant civilization changes resulting in the formation of a network society, involve a need to seek new and more effective models of education utilizing the potential of new media. The study area − the use of ICT in educational services − has been limited to the identification and analysis activities in support of search and selection of necessary information. The purpose of this article is to identify the tools and mechanisms used primarily in virtual space, which allow for an increase of motivation of learners and the perception of knowledge, and hence, achieving the desired educational goals. The article was developed based on a review which had been conducted regarding services and educational applications proving the effectiveness...
As the current educational trend seems to be shifting towards adoption of blended and hybrid learni...
The aim of this Special Issue is to compile a set of research works that highlight the use of gamifi...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
With the universal use of mobile computing devices, there has been a notable increase in the number ...
With the universal use of mobile computing devices, there has been a notable increasein the number o...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
The article discusses the concept of mobile learning m-learning in the Z-generation environment, whi...
There is increasing interest in the use of mobile devices in education. M-learning has a number of p...
Article submitted the results of the analysis of the use of mobile devices in education. The substan...
This article discusses the expediency and efficiency of implementing gamification in education. This...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
As the current educational trend seems to be shifting towards adoption of blended and hybrid learni...
The aim of this Special Issue is to compile a set of research works that highlight the use of gamifi...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...
Nowadays, when there are lots of different sources of information, where you can learn everything, t...
Gamification, applied to educational contexts, can increase the motivation and engagement of student...
With the universal use of mobile computing devices, there has been a notable increase in the number ...
With the universal use of mobile computing devices, there has been a notable increasein the number o...
Technology has long been touted as a means to change the chalk and talk method used by teachers for ...
[EN] The teacher-student technology gap and the lack of attention in the design of attractive and mo...
Motivation from students that studies at higher educational institutes can sometimes be minimalistic...
The article discusses the concept of mobile learning m-learning in the Z-generation environment, whi...
There is increasing interest in the use of mobile devices in education. M-learning has a number of p...
Article submitted the results of the analysis of the use of mobile devices in education. The substan...
This article discusses the expediency and efficiency of implementing gamification in education. This...
The rapid advancement of technologies and the growing amount of information exchange provide new app...
As the current educational trend seems to be shifting towards adoption of blended and hybrid learni...
The aim of this Special Issue is to compile a set of research works that highlight the use of gamifi...
This thesis addresses the problem of students' disengagement by investigating if gamification can ma...