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Udeozor, Chioma; Toyoda, Ryo; Russo Abegão, Fernando; Glassey, Jarka – Higher Education Pedagogies, 2021
Virtual Reality (VR) games and simulations are increasingly being used to provide highly interactive, engaging and contextual learning experiences for learners in otherwise risk-prone environments, such as those obtained in chemical engineering and industrial domains. Understanding the intention of users towards this technology for education and…
Descriptors: Computer Simulation, Game Based Learning, Chemical Engineering, Engineering Education
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
Ding, Ai-Chu Elisha; DuBois, Jessica; Shaver, Erik J.; Bradley-Levine, Jill; Siebert, Cathy J.; Giraldo-Garcia, Regina – PDS Partners: Bridging Research to Practice, 2022
This study describes the process of forming a school-university partnership to support the professional growth of our pre-service teachers and the in-service teachers at one partner school district and improving middle school students' science learning amid the pandemic.
Descriptors: Science Education, Game Based Learning, Achievement Gains, College School Cooperation
Hummel, Hans G. K.; Nadolski, Rob J.; Eshuis, Jannes; Slootmaker, Aad; Storm, Jeroen – British Journal of Educational Technology, 2021
Introductory Psychology courses in Higher Education lack application of knowledge in solving work-based problems. We develop and study mini-games that support a more active and experiential way of learning to increase professional awareness. This paper describes the instructional design and the factors under study: learner control and…
Descriptors: Educational Games, Game Based Learning, Introductory Courses, Psychology
Meredith G.H. Burling; Lina Rahouma; Arla Good; Joleine C. Kasper; Samantha Kranyak; Kieran Ramnarine; Kosha Bramesfeld – International Journal for Students as Partners, 2020
In their review of the students-as-partners literature, Mercer-Mapstone et al. (2017) found that only 5-6% of published research articles on student-partnership models focused on multidisciplinary partnerships. This case study, authored by five undergraduate students and two academics, sought to examine the utility of using a multidisciplinary…
Descriptors: Partnerships in Education, Interdisciplinary Approach, Educational Innovation, Electronic Learning
Chen, Si; Zhang, Sujing; Qi, Grace Yue; Yang, Junfeng – Educational Technology & Society, 2020
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learners. However, what GBL is perceived by teachers and learners has been a concern that might impact on quality of teaching and learning in the GBL environment. Game-based pedagogy meticulously designed from a teacher's perspective was regarded as…
Descriptors: Game Based Learning, Experienced Teachers, Instructional Design, Teacher Education
Fombona, Javier; Fombona-Pascual, Alba; Vazquez-Cano, Esteban – Studies in the Education of Adults, 2023
This article shows the result of an international project from the European Commission, and it aimed to analyse 30 cases of effective European entities in the field of adult education, from Poland, Spain, Finland and Italy. The objective was to collect the best strategies that generate good employment and social inclusion results. The research…
Descriptors: Adult Education, Cross Cultural Studies, Social Integration, Employment Opportunities
Keengwe, Jared, Ed. – IGI Global, 2023
We are moving toward a future in which digital practices are becoming more ubiquitous. Also, there is evidence to suggest that innovative digital practices are changing the face of 21st-century learning environments. Critical to 21st-century teaching and learning success is continued emphasis on learner preferences, shaped by innovative digital…
Descriptors: Higher Education, Teaching Methods, Global Approach, Active Learning
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2020
For the forty-third time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online during the annual AECT Convention. Volume 1 contains 37 papers dealing primarily with research and development topics. Papers dealing with the…
Descriptors: Educational Technology, Technology Uses in Education, Professional Development, Feminism
Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2019
For the forty-second time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes. Volume 1 contains 37 papers dealing…
Descriptors: Educational Technology, Technology Uses in Education, Research and Development, Elementary Education