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Whitewolf, Elizabeth – ProQuest LLC, 2022
In response to the maker movement, administrators are adding 3D printers, laser cutters, vinyl cutters, and other computer-controlled machinery into school-based makerspaces at a rapid rate. These digital fabrication tools can potentially engage students in hands-on learning across all subject areas. However, adding these extra tools into schools…
Descriptors: Technology Uses in Education, Computer Peripherals, Printing, Manufacturing
LueCrecy Ragan – ProQuest LLC, 2024
Technology use, education technology, and innovations continue to grow in the 21st century. Information is abundant, and it can be challenging to process and decipher. Students are deficient in critical thinking and experience negative effects from the overuse of technology. Liberal education philosophy focuses on building critical thinking and…
Descriptors: Technology Uses in Education, Liberal Arts, Phenomenology, Critical Thinking
Anjelica B. Hart – ProQuest LLC, 2021
This qualitative research study explored the procedures and instructional practices of implementing game-based learning within a course and/or curriculum in higher education. Game-based learning is structured to integrate gameplay into a subject matter to increase a student's ability to acquire and apply knowledge to the real world. Furthermore,…
Descriptors: College Students, Game Based Learning, Educational Games, Learner Engagement