Strengthening Higher Education for Sustainable Development: Gamification and SDG 16 DOI
José Manuel Santos Jaén, Ester Gras Gil, María del Rocío Moreno‐Enguix

et al.

Published: Jan. 1, 2024

Language: Английский

An Effective Teaching Pedagogy Involving an Online Learning Platform under a Multi-Campus Teaching Model DOI Creative Commons
Pak‐Lok Poon,

Sau-Fun Tang

Technology Knowledge and Learning, Journal Year: 2024, Volume and Issue: unknown

Published: July 23, 2024

Abstract Nowadays, many universities around the globe have offered distance learning to their students in addition traditional face-to-face mode. Furthermore, a number of multiple campuses, thereby requiring these adopt multi-campus model. This setting creates numerous teaching and challenges. paper aims to: (a) explore what major challenges are faced by Central Queensland University (CQU) due its campuses diverse student cohort involving both on-campus off-campus students, (b) discuss our pedagogy (including use an online platform) for information systems analysis design (ISAD) unit at CQU with view alleviating teaching/learning We analyzed qualitatively quantitatively effectiveness addressing performed two-sample t -test total 216 ISAD found that, adopting pedagogy, there was no significant difference academic performance between urban (mostly on-campus) regional off-campus) students. Also, reduced dropout percentages particularly

Language: Английский

Citations

2

Prospects for the development of educational computer games in the context of the theory of the "state of flow" by M. Csikszentmihalyi DOI Open Access

Mariya Alanovna Khasieva

Педагогика и просвещение, Journal Year: 2024, Volume and Issue: 3, P. 16 - 26

Published: March 1, 2024

The subject of the study concerns one most significant problems computer gamification education – question criteria for development and evaluation educational games, including optimization their game mechanics, structure forms integration players into space, taking account specifics, goals main purpose. concept "game flow", which originated in gaming industry under influence theory "state flow" by M. Csikszentmihalyi, represents an original interpretation internal motivation human activity and, as goal design, assumes achievement highest immersiveness creation space construction meanings. flow is widely used modern trends games: use innovative mechanics that complement enrich traditional common model PBL allow achieving greatest involvement process playing learning gaining great promise them. article uses a comprehensive methodological approach, descriptive method applied to various concepts theories, well comparative hermeneutic analysis research on games. scientific novelty due correlation state Csikszentmihalyi with tasks games development. conclusions virtual, augmented mixed reality technologies, 3D visualization, improvement graphics open up new prospects education, humanities. Despite fact issue determining solved pedagogy studying mechanisms formation learning, interest this sense. Optimization aimed at personalization, creating free choice player involves individual selection level difficulty tasks. These other characteristics design can significantly improve effectiveness training.

Language: Английский

Citations

0

Strengthening Higher Education for Sustainable Development: Gamification and SDG 16 DOI
José Manuel Santos Jaén, Ester Gras Gil, María del Rocío Moreno‐Enguix

et al.

Published: Jan. 1, 2024

Language: Английский

Citations

0