Electronic Journal of e-Learning
Volume 14, Number 2
Table of Contents
Number of articles: 5
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Copycat or Creative Innovator? Reproduction as a Pedagogical Strategy in Schools
Stine Ejsing-Duun & Helle Marie Skovbjerg
This article explores how student behaviour and interactions change when teachers use "producing" as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on ... More
pp. 83-93
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Climbing up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class
Panagiotis Fotaris, Theodoros Mastoras, Richard Leinfellner & Yasmine Rosunally
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and... More
pp. 94-110
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Exploring Media Literacy and Computational Thinking: A Game Maker Curriculum Study
Jennifer Jenson & Milena Droumeva
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game... More
pp. 111-121
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Educational Games in Practice: The Challenges Involved in Conducting a Game-Based Curriculum
Björn Berg Marklund & Anna-Sofia Alklind Taylor
The task of integrating games into an educational setting is a demanding one, and integrating games as a harmonious part of a bigger ecosystem of learning requires teachers to orchestrate a myriad ... More
pp. 122-135
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E-Learning Sudan, Formal Learning for Out-of-School Children
Hester Stubbé, Aiman Badri, Rebecca Telford, Anja van der Hulst & Wouter van Joolingen
E-Learning Sudan (ELS) is a custom-built computer/tablet game that provides alternative learning opportunities to Sudanese children who are excluded from education. Unique in ELS is that children... More
pp. 136-149