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{{tmpObj[k].text}}Koleksi Perpustakaan
The use of educational games and gamification in teaching has been a global trend in educational research, and this reprint focuses on research related to the use of game-based learning or gamification in teaching. This reprint contains empirical studies and systematic reviews regarding the use of games in teaching, spanning many subject areas. It includes various gamification mechanisms, escap…
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Blended learning is not a new topic for educational research in Higher Education (HE). However, before the first wave of the Covid-19 pandemic, blended learning was studied by a "niche" of researchers and educators interested in technology integration in teaching and learning. It was not difficult to meet HE professionals who had never or only poorly reflected on the topic of how to integrate d…
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Although many educational researchers were pioneers in the integration of technology into teaching and learning prior to 2000, institutions started extensively adopting technology in their courses around this period. However, the adoption process was slow and mainly followed the traditional mode of teaching in the formal university learning environment. The COVID-19 pandemic?s disruption ?force…
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This book brings together a diverse range of international scholars to highlight recent developments in research on collaborative learning. The emphasis is on research that has a strong evidence base for the work that is presented and includes empirical studies, best evidence synthesis of the relevant research, case studies, and theoretical reports. It also highlights how different technologies…
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This open access book reviews evidence and case studies on the effects of outdoor learning on teachers and learners. It shows how real-world learning outside the classroom contributes to unlocking the full potential of learners, demonstrating its benefits for academic learning, social competencies, personal and emotional development, psychological well-being, and physical activity and health. I…
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Games are a natural activity?we all know how to play. Perhaps this is the key feature that explains the increase in the use of game-based learning (GBL) strategies: Applying games to education converts education into a universal activity. Over the last ten years, the way in which education and training is delivered has considerably changed, not only due to a new technologic environment?plenty o…
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The Covid-19 pandemic is having an undeniable impact on all the statements of society. Regarding teaching and learning activities, most educational institutions suspended in-person instruction and moved to remote learning during the lockdown of March and April 2020. Although nowadays many countries have progressively re-opened their educational systems, blended learning is a common practice aim…
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This is an open access book. It draws from relevant theories and approaches to teachers? professional development (TPD) and innovative and inspiring TPD practices in higher education. It first lays a solid foundation for the rest of the book, through critiquing prevalent theories, approaches, and teaching competency frameworks guiding TPD in higher education, and defining the key concepts relat…
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This volume collects a series of theoretical and practical interventions in the area of blended learning globally. It aims to present pedagogues working in higher education contexts in the developing world with models of successful blended learning initiatives designed and implemented by committed educators working with student bodies characterised by unequal access to technology and connectivi…
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A myriad of technological options can be used to support digital game-based learning. One popular technology in this context is the mobile device, considering its high penetration rate in our societies, even among young people. These can be combined with other technologies, such as Augmented Reality (AR) or Virtual Reality (VR), to increase students? motivation and engagement in learning proces…