Research in the Classroom: The Teaching of Economics and Gamification.
Jhonatan Alexander Moreno-DelacruzIsabel Cristina Rivera-LozadaOriana Rivera-LozadaPublished in: Int. J. Emerg. Technol. Learn. (2021)
Keyphrases
- learning environment
- teacher education
- enhancing learning
- computer based learning
- cooperative learning
- online learning
- elementary school
- learning process
- digital storytelling
- pilot testing
- secondary school
- teaching methods
- classroom teaching
- virtual classroom
- blended learning
- information literacy
- technology supported
- middle school students
- teaching practices
- technology enhanced
- teaching learning
- student participation
- classroom learning
- preservice teachers
- school teachers
- communication skills
- classroom instruction
- student centered
- primary school
- learning activities
- middle school mathematics
- methodological aspects
- user experience
- teacher training
- professional development
- learning experience
- learning opportunities
- classroom activities
- project based learning
- technology integration
- pedagogical content knowledge
- higher education
- undergraduate engineering
- science education
- teacher student
- collaborative learning
- e learning
- science teachers
- tablet pc
- serious games
- elementary school students
- learner centred
- hong kong
- distance learning
- student achievement
- student learning
- learning community
- school district
- game design
- hybrid learning
- learning sciences
- computer programming
- teaching strategies
- mathematical concepts
- educational technology
- english teaching
- learning outcomes
- teacher directed
- engaging students
- critical thinking skills
- classroom environment
- computer technology
- high school