2015
DOI: 10.19026/rjaset.11.2228
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The Effectiveness of Using Social Network Sites as Learning Tool for Students

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Cited by 3 publications
(3 citation statements)
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“…The numbers shown above indicate an acceptable communication infrastructure in which a sizable population is classified as technology users. However, Alshammari et al (2016) noted that although communication technology nowadays is becoming highly inventive and available all over the world including the Middle East but the application of information and communication technology is still limited. The reasons for this low rate of adoption may be related to the availability of these technologies.…”
Section: Discussionmentioning
confidence: 99%
“…The numbers shown above indicate an acceptable communication infrastructure in which a sizable population is classified as technology users. However, Alshammari et al (2016) noted that although communication technology nowadays is becoming highly inventive and available all over the world including the Middle East but the application of information and communication technology is still limited. The reasons for this low rate of adoption may be related to the availability of these technologies.…”
Section: Discussionmentioning
confidence: 99%
“…The research methodology adopted in the study by Alshammari, (2015) is based on acritical review to conduct a detailed survey of the overall literature on the impact of video games on improving student learning. The critical review of video games is conducted to seek answers about aspects of the impact of different video games, on cognitive response, gender and peer learning, as a supplementary tool for teaching and the related drawbacks.…”
Section: Video Games As An Alternative Effective Educational Toolmentioning
confidence: 99%
“…While this direct link between education and the gaming industry changed as a result of the development of Internet technologies and digital play, there are still traces of these commercial relationships, especially in relation to the field's epistemological inquiries. Educational research has maintained a methodological paradigm that aims to assess the extent of implementation of video games in specific subject-matter teaching; practical and explicit skills (Ypsilanti et al, 2014;Landers & Armstrong, 2017); metacognitive and communication skills, especially within the framework of affinity groups (Gee, 2005); communities of practice (Steinkuehler & Oh, 2012) or 'epistemic' communities (Shaffer, 2007); and, more recently, the evaluation of specific educational outcomes in and out of the classroom and curriculum (Backlund & Hendrix, 2013;Alshammari, Ali, & Rosli, 2015;Eordanidis, Gee, & Steward-Gardiner, 2017;Paravizo, Chaim, Braatz, Muschard, & Rozenfeld, 2018). This line of inquiry extends beyond quantitative research into mixed methods and qualitative research.…”
Section: Dgbl: a Brief Historymentioning
confidence: 99%