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Titlebook: Shaping the Future of Education, Communication and Technology; Selected Papers from Will‘W. K.‘Ma,Wendy Wing Lam Chan,Cat Miaoting Che Conf

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楼主: 瘦削
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Understanding the Effect of Gamification of Learning Using Flow Theorywith 80 participants for each study. Study 1 examined the relationships among type of players, state of flow and learning. Study 2 investigates the relationships among number of players, state of flow and learning. For study 1, the relations of the type of players with flow and learning outcomes wer
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A Review of Deep Learning in the Last 3 Yearsanding versus traditional classroom practices. The aim of this study is to review the empirical studies in deep learning, specifically the what, who, when, why, and how questions that are answered from prior studies. This review started with a search of relevant articles in the online database, Acad
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Using Digital Badges and Leader-Boards in Primary School Math Lessons: Beneficial or Merely ,?rd appear very similar to traditional school positive behavioral support systems (e.g., praise and stickers) used by elementary school teachers. . So far, such a comparison has not been made. We present the results of 3 randomized controlled experiments involving 65 grade three mathematics pupils. I
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To Assess a Gamified 5E Flipped Learning Platform’s Effectiveness in Promoting Student Learning and ctivities at home is not always satisfactory. Some students were not interested to participate in these activities. A self-designed learning platform based on 5E instructional model and gamification was developed to support flipped learning in a secondary school (Shun Lee Catholic Secondary School)
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Monitoring the Learning Process to Enhance Motivation by Means of Learning by Discovery Using Faceboew concepts and recognize seemingly unrelated connections among them. The research is based on the use of the social network Facebook: to make learning more efficient, permitting students to elaborate learning concepts and link them to what is already know (strength); to enhance the possibilities to
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Applying Narrative Technique and Student-Generated Media to Promote Critical Thinking and Student Agded with digitalized instruction tools focused on developing critical thinking skills and student agency. The authors explore how instructional designers could integrate student-generated media narrative techniques with a variety of instructional technology tools to increase critical thinking and st
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