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dc.contributor.authorMavroudi, Anna
dc.contributor.authorAlmeida, Teresa
dc.contributor.authorFrennert, Susanne
dc.contributor.authorLaaksolahti, Jarmo
dc.contributor.authorViberg, Olga
dc.date.accessioned2023-07-27T07:32:49Z
dc.date.available2023-07-27T07:32:49Z
dc.date.created2021-09-12T10:57:08Z
dc.date.issued2021
dc.identifier.citationEducation and Information Technologies : Official Journal of the IFIP technical committee on Education. 2021, 27 2367-2383.en_US
dc.identifier.issn1360-2357
dc.identifier.urihttps://hdl.handle.net/11250/3081550
dc.description.abstractThe importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational research literature. The paper presents the design, implementation and evaluation of a card game that aims to support the design process of TEL activities in higher education. The game was tested by a group of 36 students and tutors (n = 36) in higher education during an interactive workshop. Feedback was asked by the participants using an anonymous survey. The results reveal that the participants a) are satisfied with the game process, b) appreciate the groupwork and interaction taking place, and c) believe that they used their communication and collaboration skills. The paper includes the description of the outputs of a group (i.e., the cards selected for their TEL scenario and their actual TEL scenario) to exemplify that it is possible to use the game in order to elicit or diagnose existing LD knowledge from the game participants. The paper concludes on the usefulness of the approach suggested, limitations, and plans for future work.en_US
dc.language.isoengen_US
dc.publisherSpringeren_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.titleA card game for designing activities for technology-enhanced learning in higher educationen_US
dc.title.alternativeA card game for designing activities for technology-enhanced learning in higher educationen_US
dc.typePeer revieweden_US
dc.typeJournal articleen_US
dc.description.versionpublishedVersionen_US
dc.source.pagenumber2367-2383en_US
dc.source.volume27en_US
dc.source.journalEducation and Information Technologies : Official Journal of the IFIP technical committee on Educationen_US
dc.identifier.doi10.1007/s10639-021-10668-z
dc.identifier.cristin1933498
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1


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