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Shilpa Bhaskar Mujumdar; Haridas Acharya; Shailaja Shirwaikar; Prafulla Bharat Bafna – Journal of Applied Research in Higher Education, 2024
Purpose: This paper defines and assesses student learning patterns under the influence of problem-based learning (PBL) and their classification into a reasonable minimum number of classes. Study utilizes PBL implemented in an undergraduate Statistics and Operations Research course for techno-management students at a private university in India.…
Descriptors: Problem Based Learning, Information Retrieval, Data Analysis, Pattern Recognition
Skyler Bruggink; Jeff W. Dawson; Iain W. McKinnell – Technology, Knowledge and Learning, 2025
Gamification is a pedagogical strategy that uses the principles and mechanics of game play to facilitate student learning. Despite increased adoption over the last decade, the question of how effective gamification is as a pedagogical strategy remains controversial. Here we report on the impact of a custom developed mobile app that incorporates…
Descriptors: Course Content, Game Based Learning, Computer Software, Learning Processes
Minh Ngoc An Pham – International Society for Technology, Education, and Science, 2024
Well-being emerges as a pivotal driver influencing student success, a recurrent theme in existing literature highlighting its integral role in education, particularly in the context of online learning. Consequently, the current study scrutinizes university students' perceptions of their well-being and explores factors affecting their happiness in…
Descriptors: Well Being, Undergraduate Students, English (Second Language), Second Language Learning