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Hedia Mhiri Sellami – Education and Information Technologies, 2024
This study describes an experiment in which engineering students create serious games (SG) that tackle problems relevant to their jobs. This experiment was conducted as part of the "Business Games" module we taught students enrolled in the Master's program "Innovation Management" at the National School of Engineers of Tunis. By…
Descriptors: Engineering Education, College Students, Game Based Learning, Foreign Countries
Jasin, Jamil; Ng, He Tong; Atmosukarto, Indriyati; Iyer, Prasad; Osman, Faiezin; Wong, Peng Yu Kelly; Pua, Ching Yee; Cheow, Wean Sin – Education and Information Technologies, 2023
Low student engagement and motivation in online classes are well-known issues many universities face, especially with distance education during the COVID-19 pandemic. The online environment makes it even harder for teachers to connect with their students through traditional verbal and nonverbal behaviours, further decreasing engagement. Yet,…
Descriptors: Artificial Intelligence, Synchronous Communication, Electronic Learning, Chemistry
Manuel B. Garcia – Education and Information Technologies, 2025
The global shortage of skilled programmers remains a persistent challenge. High dropout rates in introductory programming courses pose a significant obstacle to graduation. Previous studies highlighted learning difficulties in programming students, but their specific weaknesses remained unclear. This gap exists due to the predominant focus on the…
Descriptors: Programming, Introductory Courses, Computer Science Education, Mastery Learning