Hojjat Dehghanzadeh
Biographic Data
| ID | 9493901 |
|---|---|
| NAME | Hojjat Dehghanzadeh |
| GIVEN NAMES | Hojjat |
| FAMILY NAME | Dehghanzadeh |
| SIGNATURE | DEHGHANZADEH H |
| AFFILIATIONS | Educational Sciences Department, Faculty of Literature and Humanities Urmia University Urmia Iran |
| ORCID | 0000-0001-9933-2192 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Learning analytics for online game-Based learning
Game-based learning researchers have been investigating various means to maximise learning in educational games. One promising venue in recent years has been the use of learning analytics in online game-based learning environments. However, little is known about how different elements of learning analytics (e.g. data types, techniques methods, and stakeholders) contribute to game-based learning practices within online learning environments. There…
Using gamification to support learning in K‐12 education
Using gamification to support learning in K‐12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K‐12 students. The purpose of this review was to synthesize research findings on the use of gamification in K‐12 education and to propose an evidence‐informed framework. This framework w…
Using gamification to support learning English as a second language
No prominent works on this page.
Using gamification to support learning English as a second language
Learning analytics for online game-Based learning
Game-based learning researchers have been investigating various means to maximise learning in educational games. One promising venue in recent years has been the use of learning analytics in online game-based learning environments. However, little is known about how different elements of learning analytics (e.g. data types, techniques methods, and stakeholders) contribute to game-based learning practices within online learning environments. There…
Using gamification to support learning in K‐12 education
Using gamification to support learning in K‐12 education has received much attention from scholars in recent years. However, there is still a lack of comprehensive understanding of how gamification should be used to effectively enhance the learning experiences of K‐12 students. The purpose of this review was to synthesize research findings on the use of gamification in K‐12 education and to propose an evidence‐informed framework. This framework w…
Computer Science (2 works) · Educational Games and Gamification (2 works) · Online Learning and Analytics (2 works) · Analytics (1 works) · Bridge (graph theory) (1 works) · Data science (1 works) · Dimension (graph theory) (1 works) · E-Learning and Knowledge Management (1 works) · Empirical research (1 works) · Guideline (1 works)