Emerging digital practices supporting student-centered learning environments in higher education: A review of literature and lessons learned from the COVID-19 …

S Otto, LB Bertel, NER Lyngdorf, AO Markman… - Education and …, 2024 - Springer
The aim of this paper is two-fold: firstly, to provide an overview of emerging digital practices
that support collaborative learning, competency development, and digital literacy for student …

Exploring the synergy between instructional design models and learning theories: A systematic literature review

H Abuhassna, MABM Adnan, F Awae - Contemporary Educational …, 2024 - cedtech.net
To enhance education, we conducted a comprehensive investigation into integrating
instructional design models (IDMs) and learning theories in this systematic literature review …

The Dynamics of Problem-Based Learning: A Study on its Impact on Social Science Learning Outcomes and Student Interest

E Groenewald, OK Kilag, R Unabia… - … disciplinary Journal of …, 2023 - multijournals.org
This systematic literature review investigates the impact of Problem-Based Learning (PBL)
on social science learning outcomes, with a specific focus on students' learning interest. The …

[HTML][HTML] Student Perceptions of Project-Based Learning When Studying 'Information Systems' in an ICT Engineering Program: Taking Advantage of Active Learning

J Petchamé, I Iriondo, O Torné, F Solanellas - Education Sciences, 2024 - mdpi.com
This article presents a case study on the way of teaching and learning the subject
'Information Systems' to ICT (Information and Communication Technology) engineering …

[HTML][HTML] Education in transition: Adapting and thriving in a post-COVID world

OS Alkhnbashi, R Mohammad, DM Bamasoud - Systems, 2024 - mdpi.com
The COVID-19 pandemic profoundly disrupted traditional education systems worldwide,
prompting a rapid shift to online platforms and the emergence of innovative teaching …

Learning game innovations in immersive game environments: a factor analytic study of students' learning inventory in virtual reality

KW Lau - Virtual Reality, 2023 - Springer
The research is designed to trigger students' game innovations and facilitate their creative
learning process by providing them with a “stimulated” immersive game environment to …

Systematic review of empirical research on technology-enhanced distance laboratory education after the COVID-19 pandemic

GG Lee, W Jang - Educational Technology & Society, 2024 - JSTOR
This study conceptualized Technology-Enhanced Distance Laboratory (TEDL) as a subset
of Non-Traditional Laboratory (NTL) to best describe global STEM education practices after …

Remote Blended Game-Based Learning: Integrating Synchronous Game-Based Learning with Asynchronous Inquiry-Based Learning

CT Li, HT Hou - Journal of Science Education and Technology, 2024 - Springer
The COVID-19 pandemic has drawn the attention of educators to the blended learning
model. This study developed a remote blended game-based learning activity that integrates …

Conceptual model of a data visualization instrument for educational video games

Y Dankov - International Conference on Intelligent Systems Design …, 2022 - Springer
The design and creation of specialized instruments that are focused on visualizing gaming
and learning results from educational video games will help both learners and players …

Evaluation of the experiences of learners and facilitators with ICT within the realm of higher education

M Maiti, M Priyaadharshini - Cogent Education, 2024 - Taylor & Francis
The integration of digital instructional methods has significantly enhanced the academic
system. This study explores the viewpoints of educators and students on the application of …