The Effectiveness of Adaptive and Non-Adaptive Educational Games
Adaptive educational games –adjusting the difficulty level to
children’s performance in the game– can be promising to foster
cognitive, non-cognitive, and efficiency outcomes.
Instructional design and technology
Functies
Fien Depaepe is working as an associate professor at the Center for Instructional Psychology and Technology (CIP&T) and itec, imec research group at KU Leuven.
The research of Fien Depaepe deals with the effectiveness of technology-enhanced learning environments in different educational contexts (elementary education, secondary education and higher education) and in diverse disciplines. This research focuses on the design, development, implementation and evaluation of these technology-enhanced learning environments.
More particularly, it focuses on (1) the instructional design of technology-enhanced learning environments; (2) the professional competence of teachers implementing these learning environments (e.g., the relationship between professional knowledge, beliefs and instructional practices); and (3) the impact of cognitive, metacognitive and affective learner characteristics on the actual use and learning outcomes of these learning environments. The effectiveness of these technology-enhanced learning environments is mainly determined based on log data, physiological data, self-reports and assessments.
Some illustrations of research projects in which Fien Depaepe is involved are the effectiveness of adaptive educational games in developing early literacy and numerical skills, the effectiveness of online learning environments for complex learning by using learning analytics, the instructional design and effectiveness of an online learning environment for research skills in behavioral sciences, teaching and learning basic life support through blended learning and effective learning in hybrid virtual classrooms.
Adaptive educational games –adjusting the difficulty level to
children’s performance in the game– can be promising to foster
cognitive, non-cognitive, and efficiency outcomes.
Increase the development of social innovation applications in order to make more efficient and effective local services to address the key societal challenges in the 2 Seas area.
Effective LEarning in remote Classrooms through Technology-enhanced UseR Engagement.
Leadership requires domain-related knowledge, but also transversal skills such as the ability to think critically
A blended learning environment for the integrated acquisition of pedagogical content knowledge