In recent years, the use of games as an educational resource is gaining momentum, enabling learners to practice skills that traditional teaching may not offer. Game-based learning includes various types of games, one of them is escape games which have become a popular trend in the world. Read more about Educational Technology and Games.​
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Barak, M. (2017). Science teacher education in the twenty-first century: A pedagogical framework for technology-integrated social constructivism. Research in Science Education, 47(2), 283-303. DOI: 10.1007/s11165-015-9501-y
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Barak, M. (2017). Cloud pedagogy: Utilizing web-based technologies for the promotion of social constructivist learning in science teacher preparation courses. Journal of Science Education and Technology, 26(5), 459-469. DOI: 10.1007/s10956-017-9691-3
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Watted, A., & Barak, M. (2018). Motivating factors of MOOC completers: Comparing between university-affiliated students and general participants. The Internet and Higher Education, 37, 11-20.
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Barak, M., & Asakle S. (2018). AugmentedWorld: Facilitating the creation of location-based questions. Computers & Education, 121, 89-99. https://doi.org/10.1016/j.compedu.2018.02.014
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Barak, M. (2018). Are digital natives open to change? Examining flexible thinking and resistance to change. Computers & Education, 121, 115-123.https://doi.org/10.1016/j.compedu.2018.01.016
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Usher, M., & Barak, M. (2018). Peer assessment in a project-based engineering course: Comparing between on-campus and online learning environments. Assessment and Evaluation in Higher Education, 43(5), 745-759. https://doi.org/10.1080/02602938.2017.1405238
This activity has received funding from EIT Food, the innovation community on Food of the European Institute of Innovation and Technology (EIT), a body of the EU, under the Horizon 2020, the EU Framework Programmed for Research and Innovation. Grant Agreement no: 19040