Handbook of Research on Adult Learning in Higher Education最新文献

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Benefits and Disadvantages of Utilizing Gamified Learning in Higher Education 高等教育中运用游戏化学习的利与弊
Handbook of Research on Adult Learning in Higher Education Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-1306-4.ch021
A. K. Yousof
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引用次数: 1
The Impact of User Experience With Technology on Course Expectations 用户体验与技术对课程期望的影响
Handbook of Research on Adult Learning in Higher Education Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-1306-4.ch023
L. Elliott
{"title":"The Impact of User Experience With Technology on Course Expectations","authors":"L. Elliott","doi":"10.4018/978-1-7998-1306-4.ch023","DOIUrl":"https://doi.org/10.4018/978-1-7998-1306-4.ch023","url":null,"abstract":"Technology seems to be here to stay and academics are encouraged to incorporate it into their classrooms. Yet, little has been written about the human side and how the widespread use of technology by students changes the expectations of their effort, the instructor's approach, satisfaction with the learning experience, and the students' ability to apply what they have learned to future coursework or their life. This chapter reports research that informs this topic, synthesizes the current literature as it pertains to technology and pedagogy, and correlates this information with what is known about the development of metacognition during learning in adults. The chapter ends with some helpful approaches.","PeriodicalId":151086,"journal":{"name":"Handbook of Research on Adult Learning in Higher Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130860512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification in Adult Learning 成人学习中的游戏化
Handbook of Research on Adult Learning in Higher Education Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-1306-4.ch022
Abdülmenaf Gül, Cigdem Uz Bilgin
{"title":"Gamification in Adult Learning","authors":"Abdülmenaf Gül, Cigdem Uz Bilgin","doi":"10.4018/978-1-7998-1306-4.ch022","DOIUrl":"https://doi.org/10.4018/978-1-7998-1306-4.ch022","url":null,"abstract":"Various methods and technological tools have been utilized to meet the unique needs of adult learners. One of the recent methods is gamification, in which game elements and mechanics were utilized within a non-gaming context. This chapter reviews the literature and presents an overview of gamification implementations to develop systematic understanding of how gamification can be integrated into the adult learning process. An electronic search of articles from 2009 to 2019 was conducted, and 23 studies were reviewed in detail. The study shows gamification has mainly been utilized within the workplace environment and in the health education. The principle investigated constructs were satisfaction, motivation, engagement, and knowledge acquisition. Although the reviewed papers reported promising results in terms of utilizing gamification for adult learning, further research is needed.","PeriodicalId":151086,"journal":{"name":"Handbook of Research on Adult Learning in Higher Education","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133410084","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
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