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Desan, Paul H.; Setton, Mark K.; Holzer, Allison A.; Young, Kevin C.; Sun, Yan; He, Fei; Li, Baosong; Weinstein, Andrea J.; Yu, Xiaoling – British Journal of Educational Psychology, 2021
Background: Multiple interventions have been tested to promote well-being in high school students, often focusing on depression prevention. Aims: To test the impact of a one-semester active learning curriculum covering the modern science and philosophy of well-being and happiness on attitudinal measures related to the curriculum and standard…
Descriptors: Attitude Change, High School Students, Student Attitudes, Well Being
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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students