Showing 1 - 10 of 20
This article describes how gamification in education through the use of digital badges has emerged as a means to motivate and reward student learning. This exploratory, multi-case study looked at the motivations and perceptions of 90 higher education students across four disciplines, regarding...
Persistent link: https://www.econbiz.de/10012048684
Using a time-diary, the authors asked 935 undergraduate college students to report on their multi-tasking habits while engaged in four main activities: reading for fun, watching TV, reading for school purposes, and using the Internet. The authors examined student data to find out (a) whether...
Persistent link: https://www.econbiz.de/10012043489
Persistent link: https://www.econbiz.de/10010404381
Persistent link: https://www.econbiz.de/10008934987
Persistent link: https://www.econbiz.de/10014632408
Persistent link: https://www.econbiz.de/10009880334
Recent headlines show instances of the popular augmented reality game Pokémon Go. Higher educators are watching students engage with schools in their community as they search for elusive Pokémon characters on mobile devices. But, technology is not without risk (i.e. privacy, physical harm)...
Persistent link: https://www.econbiz.de/10012044985
Persistent link: https://www.econbiz.de/10003685864
Persistent link: https://www.econbiz.de/10010403514
Persistent link: https://www.econbiz.de/10010404389