In the present review, keeping in mind the aforementioned research questions (p.3), the researchers break down their findings in relation to the learning outcomes of games and simulations into three categories, namely cognitive, behavioural, and affective outcomes. A map of the emerging concepts, ...
Maximum mutation order not to be exceeded was set to 5. Mutation percentage was set to 5%. For each subject program, the experiment was executed 10 times with each selection strategy. 6. Results and Analysis In this section, we provide answers for the research questions and present our findin...
This study delves into the factors that drive teachers’ adoption of generative artificial intelligence (GenAI) technologies in higher education. Anchored by the technology acceptance model (TAM), the research expands its inquiry by integrating the const