Gamification and Education: Achievements, Cognitive Loads, and Views of Students.
Zeynep TuranZeynep AvincKadir KaraYuksel GoktasPublished in: iJET (2016)
Keyphrases
- higher education
- university level
- distance education
- distance learning
- e learning
- serious games
- mobile learning
- european higher education
- young students
- mathematics learning
- educational environment
- cognitive apprenticeship
- meta cognitive
- deaf students
- secondary school
- information literacy
- educational institutions
- engineering education
- formal education
- educational experiences
- design studio
- educational systems
- special education
- problem based learning
- lifelong learning
- learning experience
- student learning
- teaching methods
- undergraduate and graduate
- promote learning
- computer science education
- classroom teaching
- project based learning
- web based learning
- elementary school
- individual differences
- learning environment
- post secondary
- critical thinking
- educational settings
- college students
- tutoring system
- virtual laboratories
- learning activities
- game mechanics
- high school
- pre and post tests
- high school students
- mental models
- active participation
- collaborative learning
- teaching strategies
- learning sciences
- science education
- development of information technology
- learning process
- online course
- cognitive load
- online learning
- learning tools
- educational technology
- hong kong
- learning community
- middle school mathematics
- concept maps
- virtual environment
- learning processes
- instructional design
- learning outcomes
- user experience
- primary school
- control group
- statistically significant
- information and communication technologies
- learning scenarios
- instructional materials
- game design