Review Article
Elham Hussein, Ashraf Kan’an, Abeer Rasheed, Yousef Alrashed, Malek Jdaitawi, Ahmed Abas, Sherin Mabrouk, Mona Abdelmoneim
CONT ED TECHNOLOGY, Volume 15, Issue 3, Article No: ep443
ABSTRACT
Special education settings have experienced technological innovation that have advanced the development of various skills. Gamification is increasingly used to enhance the skills of individuals with special needs. There have been some studies and limited systematic reviews of gamification in general and special needs settings in particular, however, gamification design applied to special needs lacks a comprehensive systematic review. This article conducts a Literature review of gamification in special needs settings to investigate the effect of gamification in special needs as well as to identify gamification domains, groups and trends for individuals with special needs. Valuable data has been highlighted concerning the technology techniques used in enhancing the skills of individuals with a disability. However, further studies are still needed to examine areas, where research is lacking in the gamification field. The preferred reporting items for literature reviews and meta-analysis PRISMA standard was adopted for inclusion and exclusion criteria’ in this study such as including, eligibility, screening, dentification, and inclusion and exclusion steps. The results revealed that gamification design facilitates the development of various skills among individuals with special needs. Additionally, gamification design was mostly used to enhance the learning skills of individuals with a disability.
Keywords: special needs, gamification, literature review, outcomes
Review Article
Abdullah S. Alshalawi
CONT ED TECHNOLOGY, Volume 14, Issue 4, Article No: ep378
ABSTRACT
The purpose of the current study is to provide a synthesis review of previous social media networks studies and to elaborate on the influence of social media networks on learning performance. The study analyzed 130 articles on social media networks that were published by five major journals in the field of educational technology in the last decade. It summarizes demographic, methodological, and theoretical trends, including educational level, learning domain, country context, research methods, data collection tools, data analysis techniques, and research purpose, followed by a summary of the influence of social media networks on student learning performance and students’ perceptions toward the use of social media networks in learning. The findings show that more than two thirds of the reviewed articles studies were conducted in higher education institutes, college students were the most common participants in these studies, and most of the learning performance focus articles reported a positive influence of social media networks on learning performance. Students recognize and value the learning benefits of social media networks on the majority of the reviewed articles. Patterns in these articles are discussed in order to better understand the research and identify gaps that need to be filled by future studies.
Keywords: social media networks, learning performance, teaching/learning strategies, mobile learning, literature review
Review Article
Rakesh Kumar Meet, Devkant Kala
CONT ED TECHNOLOGY, Volume 13, Issue 3, Article No: ep312
ABSTRACT
Advent of internet has a revolutionary impact on every sector of economy and so is with the education sector, which has witnessed the evolution of online education through scalable educational technology, namely, Massive Open Online Courses (MOOCs). The purpose of this paper is to summarize the pool of available knowledge related to MOOCs in the scholarly literature, published during the period 2013–2020. One hundred and two available published studies in peer reviewed journals & conferences searched in major academic databases have been reviewed and presented in the systematic literature review. The findings have been divided under the various research themes of MOOCs including geographical contribution of MOOC studies, citation trends, prominent research themes, theoretical frameworks and methodological rigor in the existing scholarly works. The results demonstrate that most empirical research were conducted by the researchers having affiliation to institutions based out of United States followed by institutions in the developing economies of China and India. The most focused area of research in MOOCs is on MOOC adoption. Limited research has happened on poor MOOC completion status, the instructor-related topics and on democratization of MOOC. Thrust areas of MOOC researches and future research directions are also discussed.
Keywords: Massive Online Open Course (MOOC), e-learning, online education, educational technology, technology adoption, literature review
Research Article
Nuri Kara
CONT ED TECHNOLOGY, Volume 13, Issue 2, Article No: ep295
ABSTRACT
The aim of this study was to conduct a systematic literature review on the use of serious games in science education between 2016 and 2020 years. A total of 39 articles were included from Science Citation Index- Expanded (SCI-Expanded), Social Science Citation Index (SSCI), Arts & Humanities Citation Index (A&HCI) and Emerging Sources Citation Index (ESCI) listed in the Web of Science database. The results showed that experiential science was the most emphasized subject area in the articles. The results also indicated that learning/academic achievement was the common examined topic in the articles. For the research designs, more than half of the articles implemented quantitative research design. Considering the data collection tools, achievement tests were the most used data collection tool. Regarding the use of sampling methods, convenience sampling was preferred in more than half of the articles. Secondary and primary school students were the most used sampling groups. The sample size of 31-100-person group was commonly chosen in the articles. Considering the data analysis methods, a majority of articles implemented descriptive analyses methods. It was also found that computer game was the most used game type. Regarding the game genres, adventure was the most preferred one in serious games.
Keywords: serious games, educational games, science education, literature review