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  1.  10
    Developing Teaching Practice in Computational Thinking in Palestine.Abdel Ghani, David Griffiths, Soheil Salha, Saida Affouneh, Fakher Khalili, Zuheir N. Khlaif & Daniel Burgos - 2022 - Frontiers in Psychology 13.
    Sporadic efforts have been made to introduce computational thinking methods into K-12 education in Palestine, but these have been held back by the challenging educational environment. However, a recent in-service training initiative, funded and organized by the Ministry or Education of Palestine, constitutes a significant effort to embed computational thinking in K-12 practice. The middle school teachers who participated in the training course were invited to participate in the present study, and 38 did so. A qualitative approach involving both interviews (...)
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  2.  4
    Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators.Natalia Padilla-Zea, Daniel Burgos, Alicia García-Holgado, Francisco José García-Peñalvo, Mélanie Pauline Harquevaux, Colin de-la-Higuera, James Brunton & Ahmed Tlili - 2022 - Frontiers in Psychology 13.
    Open Education opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices. (...)
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  3.  4
    Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective.Ahmed Tlili, Mouna Denden, Anqi Duan, Natalia Padilla-Zea, Ronghuai Huang, Tianyue Sun & Daniel Burgos - 2022 - Frontiers in Psychology 12.
    The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential roles played by various stakeholders, have not been addressed when game-based learning applications are used in special education. Therefore, a systematic literature review using the Activity Theory was conducted to analyse studies about game-based learning for learners with disabilities. Content analysis of 96 studies reported relevant information with respect to each activity component— (...)
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