نتایج جستجو برای: learners engagement
تعداد نتایج: 95112 فیلتر نتایج به سال:
The aim of this paper is to create a task-based model for L2 learners to reach native-like pronunciation using technology. The model is based on three major principles. Firstly, language-learning system is that it need to give learners an opportunity to make sense for themselves. Secondly, Build up the modified 3Ms (Meaning Making Mechanisms), (Lian, A.P. 2000) which is operating in the heads o...
The use of educational games as a tool for providing learners with a playful and educational aspect is widespread. In this paper, we present an educational game that we developed to teach a chemistry lesson, namely drawing a Lewis diagram. Our game is a 3D environment known as LewiSpace and aims at balancing between playful and educational contents in order to increase engagement and motivation...
Flow is an optimal experience resulting in intense engagement in the activity. People achieved flow state when they perceived balance between challenge of the activity and their skill to the activity. The concept of flow can be used to explore students’ learning performance in e-learning environment. The current research aims to empirically explore the influence of challenge-skill balance on th...
This paper investigates the issues surrounding the use of 3D virtual worlds to enhance learner immersion through improved learner engagement. It is based on findings from the JISC-funded DEsign of Learning spaces in 3D Virtual Environments (DELVE) project at the University of Nottingham and the Open University. Given continued confusion about the term immersion, what it means for a learner to b...
This research paper focuses on the relationship between flow experience and multimodal learning environments. Flow experience has been defined as the state in which an individual feels completely absorbed and fully engaged in an activity. This concentration and complete engagement can lead to optimal learning. Several scholars in the areas of distance learning [2] and game-based learning [3] hi...
Apart from being used as a means of entertainment, computer games have been adopted for a long time as a valuable tool for learning. Computer games can offer many learning benefits to students since they can consume their attention and increase their motivation and engagement which can then lead to stimulate learning. However, most of the research to date on educational computer games, in parti...
The collection and analysis of analytics incorporated into serious games provides researchers with objective data on player behavior related to serious game design elements and learning. Such analytics offer insights about play-learners engagement that is not possible to capture through traditional tech‐ niques. Visualization of learning behavior data can allow for a comparison between the peda...
While comparison is clearly a powerful tool for promoting learning and transfer of relational knowledge, it has been less well explored in the domain of relational category learning. It is actually not straightforward to elicit the expected advantage of giving learners two members of a category to classify on each trial as opposed to one. Nor has it been clear, as predicted by structural alignm...
AS MILLENNIAL LEARNERS enter the medical field, they note a lag in innovation of medical education curricula, compared with peers in other fields. Whereas physician trainees conduct most of their self-directed learning using online and mobile resources, formalized medical education tends to be in lecture format. Most physician trainees use smartphones to query information and use electronic tab...
Indicators help actors to organise, orientate and navigate through complex environments by providing contextual information relevant for the performance of learning tasks. In this article we analyse the requirements, present a model and an initial prototype of a software system that uses smart indicators to support learners to be more engaged in the learning process. We argue that indicators ne...
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