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There is a high demand for skilled cybersecurity professionals, however, entry-level employees and college graduates often lack the hands-on and real-world experience they need to be successful in the cybersecurity industry. This high demand has led educators to pursue innovative and smart...
Persistent link: https://www.econbiz.de/10012043807
Teachers' digital literacy is part of the 21st century professional competences and is an essential part of the decision-making process leading to integrate the use of technologies in the classroom according to the curricular needs. This article focus on the teachers' competence to integrate...
Persistent link: https://www.econbiz.de/10012044064
Despite the huge leap of mobile apps, there are limited empirical studies that focus on the relationship between customer perception of performance expectation, trust, tension free and mobile apps usefulness. This study integrates and extends the unified theory of acceptance and use of...
Persistent link: https://www.econbiz.de/10012044752
focuses specifically on the use of games and/or simulations as well as familiarity with gamification strategies by …This article examines the use of both game-based learning (GBL) and gamification in tertiary education. This study … communication faculty. Research questions concentrate on the rate, frequency, and usage of digital and non-digital games and/or …
Persistent link: https://www.econbiz.de/10012044868
This case study tracks the development of a digital induction resource implementing game elements that focuses on the first two stages of Gilly Salmon's Five Stage Model, namely ‘access and motivation' and ‘online socialisation' (Salmon, 2011). In the summer of 2016, a prototype was...
Persistent link: https://www.econbiz.de/10012044903
Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method …/designer perspectives. Finally, few studies on gamification have used a conceptual framework to assess the impact on student engagement …. This paper reports on findings from evaluating two gamified multimedia and social media undergraduate courses over the …
Persistent link: https://www.econbiz.de/10012044905
outcome of the investigations resulted in a model representing player interaction with the game in a way that it could be used …
Persistent link: https://www.econbiz.de/10012044917
Gamification is an innovative approach that aims to increase users' engagement and motivation and provide sustainable … identify and map trends and patterns in gamification research. For this purpose, this article employs a systematic review in … emerging concepts. Keyword analysis revealed that gamification, engagement, and motivation are most frequently used keywords …
Persistent link: https://www.econbiz.de/10012044921
A novel approach to teaching concepts using game design in the graduate sustainability and engineering management programs is illustrated. These student-built games tied to demonstrate the course learning outcomes (CLOs) were tested in a classroom environment. This pilot study's impact on...
Persistent link: https://www.econbiz.de/10012044924
available APPs still support a mainly one-way interaction (teacher to learner or computer-client interaction). The authors have … as the ability to explain terms in a foreign language or to assess definitions created by other game players. …
Persistent link: https://www.econbiz.de/10012045095