2018
DOI: 10.15547/artte.2018.03.009
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The Study of the Teachers' Readiness in Applying Cloud Computing in Learning

Abstract: Digital learners prefer to learn in a digital environment and use the technologies of their everyday life. To meet the expectations of the new generation learners, modern education relies on information and communication technologies. They help create an educational environment where innovative ideas and approaches are implemented. The readiness and attitudes of the teachers to use new technologies is a key factor that determines their effective application in training. The purpose of the current work is to pr… Show more

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Cited by 32 publications
(48 citation statements)
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“…A game is designed for entertainment, while gamification is designed to "engage people, motivate action, promote learning, and solve problems" [7]. Some organizations gamify learning by simulating real-world situations for specific training [9]. Marketers use gamification to engage customer engagement and reward loyalty [10].…”
Section: What Is Gamification?mentioning
confidence: 99%
“…A game is designed for entertainment, while gamification is designed to "engage people, motivate action, promote learning, and solve problems" [7]. Some organizations gamify learning by simulating real-world situations for specific training [9]. Marketers use gamification to engage customer engagement and reward loyalty [10].…”
Section: What Is Gamification?mentioning
confidence: 99%
“…Gamification in education uses game mechanics and elements in the educational environment (Kiryakova et al, 2014). Regarding the gamification elements used.…”
Section: Figure 2 Duration Of Implementation Of Gamificationmentioning
confidence: 99%
“…This is adherent to the idea that rewarding the efforts and achieving results by awards leads to increased motivation for participation and activity. In addition, cooperation among students is a key component in implementing active learning effectively (Kiryakova et al, 2014). Despite the good intentions of these strategies, if this is not well-communicated to the students, giving points, assigning level, and requiring group tasks may become detrimental to the achievement of learning outcomes.…”
Section: Figure 2 Duration Of Implementation Of Gamificationmentioning
confidence: 99%
“…The information society or digital age are names for the times we live in, in which technology and innovation are becoming increasingly important not only in society itself [10], but also in education. Recent studies [11] point out that, nowadays, children are in interaction with digital technologies immediately from the moment of their birth [12], [13], literally are growing up in an environment of the Internet and computing devices [14], [15], [16], [17], [18]. They participate more in online games than in direct communication with peers, teachers, and parents in the real world.…”
Section: Introductionmentioning
confidence: 99%