Search results for author:"Terence_Ahern"
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Gaming the Learning: Making curricular tools such as tests, presentations, and learning activities intrinsically fun
Society for Information Technology & Teacher Education International Conference 2016 (Mar 21, 2016) pp. 2822–2826
“Gaming the Learning” is a process whereby curricular tools such as tests, presentations, and learning activities can be used to enhance the intrinsic fun involved in learning and therefore increase motivation and learning outcomes. This study...
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 3343–3350
The purpose of this study is to examine participant’s perception of co-presence as an affordance of three-dimensional virtual learning environments (3D VLEs) in developing interpersonal emotional connections with their partners during the initial...