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Squire, Nikki – Technology, Knowledge and Learning, 2023
Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among…
Descriptors: Undergraduate Students, Game Based Learning, Audience Response Systems, Distance Education

Tinto, Vincent; Goodsell, Anne – 1993
This paper reports on two studies, one quantitative and the other qualitative, on the effectiveness and influence of Freshman Interest Groups (FIGs) at the University of Washington. A quantitative panel study compared 442 freshmen participating in 21 FIGs with 1818 non-participating freshmen. Findings indicated that the FIG program provided a…
Descriptors: Classroom Environment, Classroom Techniques, College Freshmen, College Instruction
Springer, Leonard; And Others – 1994
This study examined the relative importance of curricular, classroom, and out-of-class experiences on learning related attitudes and values of freshman college students after taking into account certain precollege characteristics of new students, including initial levels of interest in learning. Specifically, the study looked at students' formal…
Descriptors: College Freshmen, College Students, Educational Experience, Educational Research