Research on e-Learning and ICT in Education

    Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

    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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