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Secondary School Gifted Students’ Attitude Toward The Classera Learning Management System In Saudi Arabia, Mansour Alamri
Secondary School Gifted Students’ Attitude Toward The Classera Learning Management System In Saudi Arabia, Mansour Alamri
Graduate Research Theses & Dissertations
The present study examined secondary students’ attitude toward the Classera learning management system (LMS) within the context of gifted education in Saudi Arabia. The theoretical framework that guided this study was the technology acceptance model (TAM). Data were collected using the TAM survey, which consisted three subscales: perceived usefulness, perceived ease of use, and attitude. The data were collected from 306 gifted students in a secondary school in Saudi Arabia.Results indicated that gifted students’ attitude toward the Classera LMS is positive and showed that perceived usefulness and perceived ease of use were statistically significant predictors of gifted students’ attitude toward …
Flipped Classroom Effects On Upper Elementary And Middle School Student Motivation Inside And Outside The Classroom, Katarina Kuhlmann
Flipped Classroom Effects On Upper Elementary And Middle School Student Motivation Inside And Outside The Classroom, Katarina Kuhlmann
Dissertations, Theses, and Projects
This action research study focuses on the effects the Flipped Classroom Model has on student motivation in the classroom, as well as at home. Two research questions are utilized in this study and the two research questions are the following: How does the Flipped Classroom Model (FCM) enhance student motivation at home, as well as in the classroom? What obstacles can educators and students face pertaining towards motivation with the Flipped Classroom Model (FCM) and how can they overcome those challenges? The study on the Flipped Classroom and student motivation took place in a 5th grade classroom consisting of …
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Dissertations
Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …