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McLain, Nina; Collins, Mary Jane; Baskin, LaWanda – International Journal for the Scholarship of Teaching and Learning, 2023
Active learning with student engagement has been demonstrated to improve knowledge retention and improve learning in graduate education. Nurse anesthesia education has traditionally been taught using lecture with slide presentations without considering student centered learning. Much attention has been given to active learning strategies to…
Descriptors: Active Learning, Graduate Students, Nursing Education, Learner Engagement
Aisyah Saad Abdul Rahim – Journal of Chemical Education, 2023
Educational escape rooms are immersive puzzle-based games that rely on teamwork skills in problem-solving, critical thinking, and communication. This paper describes the development of desert island themed escape rooms in a blended learning environment using physical and online puzzles that were hosted on Genially. The blended escape rooms were…
Descriptors: Game Based Learning, Puzzles, Teamwork, Problem Solving
Garcia, Fabrício Wickey da Silva; Oliveira, Sandro Ronaldo Bezerra; Carvalho, Elielton da Costa – Informatics in Education, 2023
The contents taught in the programming subjects have a great relevance in the formation of computing students. However, these subjects are characterized by high failure rates, as they require logical reasoning and mathematical knowledge. Thus, establishing knowledge through the subject of algorithms can help students to overcome these difficulties…
Descriptors: Teaching Methods, Algorithms, Undergraduate Students, Computer Science Education
Musgrove, Hannah B.; Ward, William M.; Hiatt, Leslie A. – Journal of Chemical Education, 2021
A Quantitative Analysis Lab class was developed that began with 9 weeks of student preparation for the Quant Escape Game (QEG) where the students learned the fundamentals of quantitative analysis. The preparation was followed by the four-week QEG, an active-learning, cooperative-learning, and problem-based learning experience in which the students…
Descriptors: Learner Engagement, Student Motivation, Student Projects, Undergraduate Students
Chang, Chiung-Sui; Chung, Chih-Hung; Chang, Julio Areck – Educational Technology Research and Development, 2020
Gaming is a part of today's society, especially for younger generations. Therefore, game-based approaches are unsurprisingly used for learning achievement. In this study, a game-based learning courseware was implemented using a problem-based strategy. For this purpose, a game known as 'Programmer Adventure Land' was designed and developed. A group…
Descriptors: Problem Based Learning, Game Based Learning, Computer Science Education, Programming
Rodriguez, Sarah B. – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2020
Global health programmes have become quite popular within universities in the United States. But despite the growth in undergraduate programming in global health, the training of American undergraduates to ensure they engage ethically when conducting research in a low- or middle-income country has not followed. I teach a course in global bioethics…
Descriptors: Game Based Learning, Undergraduate Students, Health Education, Ethical Instruction
Horn, Margaux A. – Advances in Physiology Education, 2023
The current student body will, by and large, seek online resources to supplement their learning. However, resources that are freely available online vary in accuracy and quality, and the vast majority rely on passive learning. Therefore, there is a need for interactive physiology teaching resources that facilitate application of knowledge, that…
Descriptors: Physiology, Science Instruction, Web Sites, Computer Software
Active Learning in the Context of the Teaching/Learning of Computer Programming: A Systematic Review
Berssanette, João Henrique; de Francisco, Antonio Carlos – Journal of Information Technology Education: Research, 2021
Aim/Purpose: This paper presents the results of a systematic literature review that sought to identify the studies that relate the different pedagogical techniques by which active learning is developed in the context of the teaching/learning of computer programming, with the objective to characterize the approaches, the pedagogical techniques…
Descriptors: Active Learning, Computer Science Education, Programming, Educational Research
Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
Yap, Joseph; Peñaflor, Janice – Journal of Information Literacy, 2020
In this time of disinformation and misinformation, libraries remain a reliable source of truthful and factual information. As they fervently support the agenda of lifelong learning, libraries recognise that there are various influences that redefine the process of student learning. Admittedly, librarians need to be more creative in motivating…
Descriptors: Media Literacy, Information Literacy, Game Based Learning, Library Instruction
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
de Carvalho, Carlos Vaz, Ed.; Bauters, Merja, Ed. – Lecture Notes in Educational Technology, 2021
This book promotes student-centered approaches to the learning process, allowing students to develop skills and competences that traditional, passive learning methods cannot foster. In turn, supporting active learning with digital technology tools creates new possibilities in terms of pedagogical design and implementation. This book addresses the…
Descriptors: Active Learning, Technology Uses in Education, Student Centered Learning, Problem Based Learning
Dowdall, Shane; Hlobaz, Artur; Milczarski, Piotr; O'Reilly, Derek; Podlaski, Krzysztof; Stawska, Zofia – Informatics in Education, 2021
The development of communication and other soft skills among computer science students is not usually an easy task. Often, curricula focus on technical skills, with team projects being used for the improvement of communication skills. However, these teams usually comprise solely of computer science students. In this paper, we present a didactical…
Descriptors: Foreign Countries, Computer Science Education, Soft Skills, Skill Development
Ting, Fridolin Sze Thou; Lam, Wai Hung; Shroff, Ronnie Homi – Education Sciences, 2019
Research has demonstrated the positive impact of active learning on students' learning outcomes, particularly in science, technology, engineering and mathematics (STEM) fields. However, few studies have explored the impact of active learning via problem-based collaborative games in large mathematics classes in the context of Asian tertiary…
Descriptors: Foreign Countries, Active Learning, Problem Based Learning, College Mathematics
McGregor, Gillian; Bartle, Emma – Australasian Journal of Educational Technology, 2019
The education of healthcare professionals is critical for the safe delivery of services to patients (Ricciardi & de Paolis, 2014). Postgraduate psychology students undertaking a professional degree encounter a steep learning curve when transitioning from theoretical knowledge to professional practice. This beginning student stage of…
Descriptors: Educational Games, Psychology, Graduate Students, Instructional Effectiveness
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