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Fishovitz, Jennifer; Crawford, Garland L.; Kloepper, Kathryn D. – Journal of Chemical Education, 2020
Games are a way to engage students with course material in a low-stakes environment. In the popular game app "Heads Up!", participants give clues to a guesser who is holding a word on their forehead. Here, we present a modified version of this game where students are required to give clues in a specific order that emphasizes higher-order…
Descriptors: Metacognition, Computer Software, Computer Games, Cues
Robson, Karen – Journal of Marketing Education, 2019
Gamification is increasingly being implemented in higher education to engage students. This article presents a gamified pedagogical exercise intended to motivate students to consider how their in-person and digital behaviors affect their personal brands. Students receive and lose points for various behaviors and reflect on whether these behaviors…
Descriptors: Assignments, Higher Education, Teaching Methods, Student Behavior