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Based on this we conclude that gamification and serious game design approaches were effective at increasing learner engagement, and we propose a direction for future research.
Their experiment shows that such recommendations help in increasing learner's satisfaction level.
Technology-assisted education allows individualized self-paced learning, improved assessment, evaluation and feedback while increasing learner's exposure to other instructional material [2, 15, 16].
Increasing learner involvement in teaching programs may improve learner satisfaction.
We know from previous studies that the lecture format did improve resident knowledge retention [ 4- 11], and we hypothesized that by decreasing the amount of information and increasing learner participation, we would improve overall knowledge retention.
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The main focus is on increasing learner-centredness and diversifying the VET target group.
(iii) (iv) 7 Increasing learners' motivation to solve the problem Making the problem easier with simplification.
Gamification of education is a developing approach for increasing learners' motivation and engagement by incorporating game design elements in educational environments.
Discovery learning plays a role in increasing learners' motivation, while creating more opportunities for learners to assess how well they could overcome obstacles, which may improve learning (Reiser et al. 1998).
In this sense the Natural User Interactions (NUIs) offer a great potential to facilitate new ways of computer enhanced learning, these have the potential to enhance classroom interactions, by increasing learners participation, facilitating the teachers' presentations and creating opportunities for discussion.
The major assumption of the study was confirmed: increasing learners' metacognitive awareness by means of well-planned guidance, built on prior knowledge, facilitates their learning and improves outcomes on a reading assessment task.
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CEO of Professional Science Editing for Scientists @ prosciediting.com