This study investigates the interplay between learning engagement, interaction, and outcomes within the context of gamified massive open online courses (G-MOOCs). By synthesizing literature on MOOCs, gamification, and user engagement, the... more
The introduction of gamified massive open online courses (G-MOOCs) represents a novel advancement in technical and vocational education and training (TVET). The use of gamification in education has been shown to increase engagement and... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
Nowadays mobile phones have become an integral part of many individuals because of mobile applications. It has transformednumerous things and one of them is in the arena of language teaching and learning as it provides easy access for any... more
Several studies have investigated students’ perceptions toward technologies that add game elements to gamify learning content in English as a Foreign Language (EFL) classroom. Yet, identifying what specific game elements in these... more
Aphasia treatment for the recovery of lost communication functionalities is possible through frequent and intense speech therapy sessions. In this sense, speech and language technology may provide important support in improving the... more
Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of... more
Περίληψη Η διδασκαλία της διαφορετικότητας, της αποδοχής και της αλληλεγγύης στο σχολείο και δη στο νηπιαγωγείο αποτελούν βασικό πυλώνα, ώστε τα παιδιά να αναπτύξουν την ενσυναίσθηση, την κοινωνική συνείδηση και την αξία σεβασμού... more
Der Beitrag differenziert das Feld der Computerspieldidaktik für den didaktischen Umgang mit (Casual) Mobile Games (Smartphone-/Tabletspiele) im Deutschunterricht aus. Dabei wird der Blick auf Free-to-play-Mobile-Games (F2P) mit... more
The world of academia is fast revolving fostering a need for rapid use of innovative teaching pedagogies and teaching tools to enhance the effectiveness of teaching and learning activities within the classroom. Video recorded lectures... more
This study investigated the impact of artificial intelligence (AI) and peer interactions on the speaking performance and attitudes of EFL university students using a withinsubjects design. Thirty-nine participants engaged in both AI-based... more
This study investigates how intelligent personal assistants (IPAs, e.g., Google Assistant), AI language learning applications, and peer interactions shape the learning experiences of 201 seventh-grade Korean EFL students. The students... more
This study aims to examine how playing Mobile Legends influences students' English language skills, understand which specific skills (listening, speaking, reading, or writing) show the most significant improvement, and compare the... more
Board games have emerged as powerful pedagogical tools capable of enriching primary social studies education through their unique integration of cognitive challenge, social interaction, and participatory engagement. This article examines... more
Courseware in Digital Drawing and Colouring Skills Design Incorporating Technogogy : Teachers ’ View
This study was conducted to evaluate the effectiveness of the i-VTeC via technogogy to ascertain the considerations of the components of technology, pedagogy and content in the design of the multimedia courseware. The courseware was... more
In diesem Artikel wird ein neuartiger interdisziplinärer Evaluationsansatz für Hochschulseminare vorgestellt, der von einem hochschuldidaktischen Arbeitskreis an der Universität Hildesheim entwickelt wurde. Dieser Ansatz bietet eine gute... more
This literature review examines emerging trends in the integration of computer-assisted instruction (CAI) for students with learning disabilities (LDs) and English language learners (ELLs) from 2010 to 2022. With approximately 8 million... more
This paper is aimed to develop android application for an herbal medicine online order to improve this herbal medicine industry service and use the advantage of the rapid progress of the communication and technology especially... more
This work examines modern information technologies used in medicine, in particular electronic medical records (EMR), telemedicine platforms, and medical imaging systems, which are widely used for educational and research purposes. A... more
Learning happens everywhere but where and how you learn make all the difference. With increasingly ubiquitous technology in schools, it is imperative that educational leaders must select the right device for teaching and learning. The... more
Reakkreditierung des Bachelorstudienganges »Interdisziplinäre Physiotherapie -Motologie -Ergotherapie« an der Hochschule Emden / Leer Seit Start des Studiengangs im Jahr 2013, haben über 55 Absolvent*innen den Bachelorabschluss Motologie... more
Seit Start des Studiengangs im Jahr 2013, haben uber 55 Absolvent*innen den Bachelorabschluss Motologie an der Hochschule Emden / Leer erreicht. Kontinuierliche Gesprache mit den Studierenden und Absolvent*innen im sog. »Jour Fixe« und... more
This research investigates the effectiveness of AI-based writing tools for grammar self-correction in Arabic as a second language (L2) writing. It compares AI-assisted self-correction with traditional instructor-led correction in... more
As digital technologies advance, cybercrime has become a primary global concern, posing threats to individuals and organisations. Despite widespread Internet use, public awareness of cybercrime risks is still limited,... more
In 2021, Malaysia experienced a significant flood, known as 'the worst flood of the century'. In 2019, a severe haze led to the closure of over 2000 schools. Over half of the surveyed individuals rated their disaster preparedness... more
Over the course of history, the landscape of education has continuously evolved in response to the emergence of groundbreaking technologies. From the momentous creation of the printing press, which revolutionized the dissemination of... more
This study developed and evaluated an educational hyper-narrative mobile game designed to teach typhoon preparation to Filipino elementary school students. Using the ADDIE instructional design framework and a quasi-experimental research... more
This study developed and evaluated an educational hyper-narrative mobile game designed to teach typhoon preparation to Filipino elementary school students. Using the ADDIE instructional design framework and a quasi-experimental research... more
Online sexual abuse and exploitation of children (OSAEC) poses a growing threat in the Philippines, especially as more young people spend time in digital spaces. Through a quasi-experimental study conducted with Grade 11 Information and... more
Science, Technology, Engineering, and Mathematics (STEM) education is being increasingly recognized as needing vital emphasis at a national level. To enhance learning in Science and Mathematics, the repertoire of vocabularies plays a... more
This paper views e-Iearning initiative in UTeM with a focus on the development of learning object for engineering courses in UTeM. Having a learning management system called SPeL, UTeM further promote e-Iearning culture by encouraging... more
This study focuses on determining whether or not students at MTs As'adiyah Putra 1 Sengkang's first year can expand their vocabulary through the use of mobile smartphones. The pre-experimental design was used by the researcher. First-year... more
Objective: This study explores innovative teaching methods to enhance English language skills in higher education. Given the increasing significance of English in a globalized world, traditional teaching approaches often fail to meet... more
Technology Mandatory (Tech Mandatory) is a compulsory subject for New South Wales (NSW) Stage 4 students and aims to engage students in production and design activities applicable to Agriculture and Food Technologies (AFT), Digital... more
Students in the WebVR group reported significantly higher perceived learning effectiveness and motivation compared to those in traditional training, highlighting the potential of immersive learning. The high-fidelity WebVR safety... more
English language proficiency is essential for academic success and career advancement, yet many community college students struggle to master English due to limited exposure and practice in traditional classrooms. Social media platforms... more
Digital games are an essential part of leisure and entertainmentculture and their use is also supported in the education sector,for example through educational platforms. The current state ofresearch on game didactics is unsatisfactory,... more
This work provides a comprehensive overview of horizontal scaling strategies for relational databases used in modern web engineering. The paper examines key approaches including replication, sharding, clustering, and caching techniques to... more
The Education Quarterly Reviews is an Open Access publication. It may be read, copied, and distributed free of charge according to the conditions of the Creative Commons Attribution 4.0 International license. The Asian Institute of... more
As a result of a comprehensive analysis of mobile platform designs for promotional robots, the most effective technical solutions were identified. A comparative analysis of drive types confirmed the advantages of BLDC motors for platforms... more
Das Thema der Partizipation in der Stadtentwicklung und -planung hat in den letzten Jahren einen deutlichen Bedeutungszuwachs erfahren. Traditionelle Planungs-, Steuerungs- und Kommunikationsansatze stosen in einer immer vielschichtiger... more
This paper explores the impact of game-based learning (GBL) on student engagement and academic achievement, focusing on unique, under-explored aspects of its application. Through a multidimensional lens, the study examines how GBL... more
Nowadays, the classroom is no longer the only learning environment. Therefore, suitable teaching materials are important support materials to increase students' understanding while maintaining their learning interests. To help the... more
In mastering computer programming language, the logical thinking skills have been proposed as a fundamental knowledge. Unfortunately, the logical reasoning among UiTM students in computer problem solving usually results in high failure... more
This study aimed to design an innovative learning media (i.e., Macromedia Flash program) for Structural Analysis subjects at Secondary Vocational Building Engineering School to improve students' learning outcomes. In the design process,... more
This essay aims to demonstrate how teachers can engage the new generation of learners in speaking through games and game-like activities. It is neither a request for the use of games in foreign language teaching nor an extension of... more