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Handbook of Research on International Approaches and Practices for Gamifying Mathematics
Done or designed to be accomplished at the student's own speed.
Published in Chapter:
Teaching Online EMI Mathematics Courses: A Proposal to Combine Gamification and Adaptive Learning
Alice Barana (University of Turin, Italy), Marina Marchisio (University of Turin, Italy), Matteo Sacchet (University of Turin, Italy), and Daniela Salusso (University of Turin, Italy)
DOI: 10.4018/978-1-7998-9660-9.ch015
Abstract
Studies show that gamification enhances the mathematics learning experience by increasing student engagement. Gamification can be successfully used in higher education contexts, primarily when it comes to distance learning. It can compensate for the lack of interaction and create a student-centered, customizable, and autonomy-promoting environment. The use of adaptive learning and interactive feedback can be seen as strategies to improve student access and success in open online courses. In particular, a mathematical modelling module for undergraduates developed inside the project start@unito uses such strategies. Moreover, it is taught entirely in English. The Mathematical Modelling course inside the Erasmus+ Project SMART represents another source for research. The purpose of the chapter is to discuss the possibility of combining adaptive learning with gamification techniques to enhance and facilitate the English-mediated learning process while teaching of mathematics, adding the linguistic and STEM education challenge.
Full Text Chapter Download: US $37.50 Add to Cart
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Using Learning Analytics to Improve Engagement, Learning, and Design of Massive Open Online Courses
Is the version of the MOOC that was not facilitated by teaching staff, participants were able to navigate and engage with the course materials in their own time at their own speed.
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Advantages and Disadvantages of Personalized Learning
Students determine how much time they want to spend on a particular academic content area. They may want to spend an entire day completing their math modules or spend 2 days working on a science project. The student is in total control over what they learn, when they learn it, and how long they spend learning it. The only requirement is that they must met the state academic standard for that content area.
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