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dc.contributor.authorWagacha, PW
dc.date.accessioned2013-06-21T10:03:20Z
dc.date.issued2012
dc.identifier.citationJournal of the Research Center for Educational Technology (RCET) Vol. 8, No. 1, Spring 2012en
dc.identifier.urihttp://rcetj.org/index.php/rcetj/article/viewFile/170/269
dc.identifier.urihttp://erepository.uonbi.ac.ke:8080/xmlui/handle/123456789/37413
dc.description.abstractToday’s Internet Generation is accustomed to multi-ta sking, graphics, fun, and fant asy. Educators in Asia are finding it increasingly challenging to engage and mo tivate students with traditional modes of teaching. One tool that may help them in this endeavor is ga me-based learning, which is beginning to catch on in K-12 schools and higher education. This paper examined whether game-based learning is an effective instructional strategy for engaging and motivating students in higher education in Singapore. Findings indicate that game-based learning can be a useful strategy to motivate students, because the challenge of a game fosters competition between gr oups and collaboration within groupsen
dc.language.isoenen
dc.subjectBlended Learningen
dc.subjectGame-Based Learningen
dc.subjectPedagogyen
dc.titleUsing Adaptive Link Hiding to Provide Learners with Additional Learning Materials in a Web-Based Systemen
dc.typeArticleen


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