A Khaldi, R Bouzidi, F Nader - Smart Learning Environments, 2023 - Springer
In recent years, university teaching methods have evolved and almost all higher education institutions use e-learning platforms to deliver courses and learning activities. However …
The sudden COVID-19 pandemic has forced many educational institutes to shut down and many students to stay home receiving online learning. This study aims to identify the …
The use of games regarding education is not something new. Their use, especially in the early stages of the education system, is notably widespread in helping students learn and …
Teaching science through computer games, simulations, and artificial intelligence (AI) is an increasingly active research field. To this end, we conducted a systematic literature review …
Using gamification to support learning in K‐12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of …
TM Lim, MM Yunus - Sustainability, 2021 - mdpi.com
The teaching and learning of English as a second language have always been emphasized by the Ministry of Education (MOE). In the Malaysia Education Blueprint (2013–2025) …
This paper is a brief review of the literature on the use of educational robotics in primary school. The purpose is to explore the application of robotics and, more specifically, the …
S Nadi-Ravandi, Z Batooli - Education and Information Technologies, 2022 - Springer
This study seeks scientometric, content and co-occurrence analysis of systematic review and Meta-analysis articles in the field of gamification in education. In terms of purpose, this is an …
The use of gamification is garnering attention as a method that promotes sustainable learning during the coronavirus disease 2019 (COVID-19) era. This study investigates the …