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Electronic Journal of e-Learning

Volume 14, Number 2

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Table of Contents

Number of articles: 5

  1. 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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  2. 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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  3. 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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  4. 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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  5. 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

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