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Showing 1 to 15 of 18 results Save | Export
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Koparan, Timur – International Journal of Mathematical Education in Science and Technology, 2022
This study aimed to examine the impact of game and simulation-based learning environments on the success, concept knowledge, and attitude of prospective teachers regarding probability. The sample of the study consisted of 94 prospective mathematics teachers. The study was conducted in accordance with the quasi-experimental study design and the…
Descriptors: Game Based Learning, Probability, Educational Environment, Student Attitudes
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Taraldsen, Lene Hayden; Haara, Frode Olav; Lysne, Mari Skjerdal; Jensen, Pernille Reitan; Jenssen, Eirik S. – Education Inquiry, 2022
This review article focuses on use of an escape room as a didactic tool in teaching and learning, as identified in empirical studies that have examined the use of escape rooms in educational contexts. The review studied the methods used to study escape rooms, what the focus of attention was, what the reported use was, and implications this has for…
Descriptors: Literature Reviews, Teaching Methods, Educational Environment, Cooperative Learning
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Mark A. Burns; Valerie N. Johnson; Kellie S. Grasman; Sanaz Habibi; Kaylee A. Smith; Anna I. Kaehr; Malia F. Lacar; Brian F. Yam – Advances in Engineering Education, 2023
Many engineering courses rely on in-person lectures and textbooks for content delivery, with homework sets and exams for evaluating and reinforcing student progress. Yet some research studies have shown that exams--high-pressure, time-limited assessments--are detrimental to the learning process and unnecessarily increase students' stress. We…
Descriptors: Engineering Education, Educational Technology, Student Centered Learning, Scaffolding (Teaching Technique)
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Agolini, Susan H. B. – Journal on Excellence in College Teaching, 2021
In order to improve the student success rate in a "gateway" undergraduate Biology course, changes were made to both content delivery and classroom support, and the impact of these changes was measured. Requiring students to interact with course material prior to class time by viewing pre-recorded lectures freed up time in class to delve…
Descriptors: Educational Environment, Student Participation, STEM Education, Undergraduate Students
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Ross, Robert; Hall, Richard – Advances in Engineering Education, 2021
Teaching second year undergraduate digital electronics is a serious business, designed to impart individual technical mastery. In this paper we attempt to embed several key digital logic concepts within an escape room game. We report results of iteratively piloting our game with academic engineering staff and then used them with students showing…
Descriptors: Technology Uses in Education, Problem Solving, Educational Environment, Undergraduate Students
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Robberts, Anna S.; Van Ryneveld, Linda – Industry and Higher Education, 2022
Educators are drawn into a battle for student attention and engagement in any learning environment. This article describes how a learning environment can be changed into a game-based activity to ensure student engagement. Modules aimed at the professional development of students present numerous challenges in the structuring of learning…
Descriptors: Higher Education, Students, Engineering Education, Game Based Learning
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Jost, Patrick – International Association for Development of the Information Society, 2020
Exploratory learning has become a widely applied, pedagogical concept. One approach to encourage exploratory knowledge creation are situated game experiences. Putting learners in quest-based environments can thereby support engagement through exploration and at the same time, allow for a variety of supportive learning strategies. However,…
Descriptors: Misinformation, Game Based Learning, Learner Engagement, Learning Strategies
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Bellés-Calvera, Lucía; Martínez-Hernández, Ana-Isabel – Latin American Journal of Content and Language Integrated Learning, 2022
In present-day educational contexts, the integration of Information and Communication Technologies (ICTs) and gamification has been the basis for implementing escape rooms as pedagogical tools. This paper examines the role of virtual escape rooms in boosting History learners' motivation in Content and Language Integrated Learning (CLIL) contexts.…
Descriptors: Game Based Learning, Cooperative Learning, Problem Solving, Educational Environment
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Ding, Lu; Kim, ChanMin; Orey, Michael – Technology, Pedagogy and Education, 2020
This article proposes a gamification approach that aims to motivate students in online discussions. While some efforts have been made in gamification for teaching and learning, insufficient attention has been paid to gamification grounded in "both" theories and evidence from empirical studies. After identifying five motivational needs of…
Descriptors: Asynchronous Communication, Computer Mediated Communication, Online Courses, Student Motivation
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Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
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Zatarain Cabada, Ramón; Barrón Estrada, María Lucía; Ríos Félix, José Mario; Alor Hernández, Giner – Interactive Learning Environments, 2020
Emotions play an important role in students learning to master complex intellectual activities such as computer programing. Emotions such as confusion, boredom and frustration in the student are important factors in determining whether the student will master the exercise of learning to program in the short and long term. Motivation also plays an…
Descriptors: Programming, Game Based Learning, Emotional Response, Psychological Patterns
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Huang, Biyun; Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2019
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for…
Descriptors: Game Based Learning, Blended Learning, Instructional Effectiveness, Undergraduate Students
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Koparan, Timur – International Journal of Assessment Tools in Education, 2019
Technology and games are the areas where learners are most interested in today's world. If these two can be brought together within the framework of learning objectives, they can be an advantage for teachers and students. This study aims to investigate the learning environment supported by game and simulation. The games were used to evaluate the…
Descriptors: Computer Simulation, Game Based Learning, Educational Environment, Probability
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Forrer, Don; Bechtel, Stephanie; Brown, Kendra; Mabesa, Jose, Jr.; Gunn, Linda; Hayes, Richard L.; Fall, Lisa; Wilmore, Todd – Journal of College Teaching & Learning, 2019
This interactive, cross-disciplinary research explores face-to-face and online strategies for faculty to deploy in the classroom that encourage connections beyond forced engagement methodologies commonly used. Concentration is on methods of connecting that are "out of the mainstream" and benefit both students and faculty. Findings…
Descriptors: Online Courses, Teaching Methods, Learner Engagement, Teacher Student Relationship
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Smyrnova-Trybulska, Eugenia – International Association for Development of the Information Society, 2019
The article focuses on an overview of evolution, trends, methods, examples and analyses of the experience of e-learning. The author presents theoretical and practical aspects of the use of e-learning in higher education, based on her own long-time experience. The paper comprises a description of stages of e-learning evolution and discusses such…
Descriptors: Electronic Learning, Educational Trends, Educational Technology, Technology Uses in Education
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