Research on e-Learning and ICT in Education

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

This chapter explores the contribution that computer games and Web 2.0 technologies can provide in relation enhancing learner motivation and engagement. Such technologies are considered to be particularly suited to motivating the younger generation of learners or the “iLearner Generation”. The chapter will highlight some of the main advantages and problems associated with computer games in education, as well as highlighting a recent project, the Web 2.0 European Resource Centre, which is aimed at enabling the mass of educators who find ICT confusing and frightening to have a simple and secure environment to use Web 2.0 technologies within their class.
Original languageEnglish
Title of host publicationResearch on e-Learning and ICT in Education
EditorsAthanassios Jimoyiannis
Place of PublicationNew York, NY
PublisherSpringer New York
Pages227-239
Number of pages13
ISBN (Electronic)978-1-4614-1083-6
ISBN (Print)978-1-4614-1082-9
DOIs
Publication statusPublished - 2012

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Stansfield, M., Connolly, T., Hainey, T., & Baxter, G. (2012). Research on e-Learning and ICT in Education. In A. Jimoyiannis (Ed.), Research on e-Learning and ICT in Education (pp. 227-239). New York, NY: Springer New York. https://doi.org/10.1007/978-1-4614-1083-6_17