Search results for author:"Cristina Hava-Muntean"
Total records matched: 6 Search took: 0.108 secs
ToTCompute: A Novel EEG-Based TimeOnTask Threshold Computation Mechanism for Engagement Modelling and Monitoring
International Journal of Artificial Intelligence in Education Vol. 26, No. 3 (2016) pp. 821–854
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (Oct 18, 2011) pp. 1212–1221
In order to engage the new generation of learners, educational games were integrated in e-learning. Among the games’ benefits for the learning process one will note their motivational potential. Since learners have different goals, preferences,...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (Oct 18, 2011) pp. 782–791
Apart being one of the key factors driving m-learning acceptance, the new generations of powerful and affordable devices also contribute to a fast increase in educational multimedia content consumption. Multimedia content has many benefits for m...
International Conference e-Learning 2014. Multi Conference on Computer Science and Information Systems (July 2014)
Mobile learning is seeing a fast adoption with the increasing availability and affordability of mobile devices such as smartphones and tablets. As the creation and consumption of educational multimedia content on mobile devices is also increasing...
Investigating the Learning Impact of Game-based Learning when Teaching Science to Children with Special Learning Needs
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 2371–2377
In an attempt to find solutions to the current challenges faced by children with special needs, new teaching and learning methodologies that make us of various technologies such as 3D computer based games, Augmented Reality, Virtual Reality enhanced ...
Investigating Flipped Classroom and Problem-Based Learning in a Programming Module for Computing Conversion Course
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 232–247
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer programming module. Combined FC-PBL makes use of learning technologies and supports authentic...