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Dhesi Wulan Sari; Deri Herdawan; Fajar Sari Kurniawan; Marselia; Retno Anggoro – Journal of Education and Learning (EduLearn), 2025
Previous studies suggested that game learning method could assist students in improving English proficiency. However, Gen Z students in a semi-military maritime vocational school had a lack of motivation to enrich their maritime English mastery because of their many non-academic activities. The goal of this study was to present polimarlish.id as…
Descriptors: Game Based Learning, Web Sites, Educational Technology, English (Second Language)
Udeozor, Chioma; Russo Abegão, Fernando; Glassey, Jarka – Journal of Educational Computing Research, 2022
The growing interest in the use of digital games for education resulted in the expansion of the field of game-based learning. There have been several research on the perceptions and attitudes of students towards the use of games for learning. These studies have tried to understand what students make of the use of digital games for learning, as it…
Descriptors: Game Based Learning, Computer Games, Engineering Education, Student Attitudes
Mark A. Burns; Valerie N. Johnson; Kellie S. Grasman; Sanaz Habibi; Kaylee A. Smith; Anna I. Kaehr; Malia F. Lacar; Brian F. Yam – Advances in Engineering Education, 2023
Many engineering courses rely on in-person lectures and textbooks for content delivery, with homework sets and exams for evaluating and reinforcing student progress. Yet some research studies have shown that exams--high-pressure, time-limited assessments--are detrimental to the learning process and unnecessarily increase students' stress. We…
Descriptors: Engineering Education, Educational Technology, Student Centered Learning, Scaffolding (Teaching Technique)
Aránsazu García-Pinar – TESL-EJ, 2024
Education has undergone a fundamental change driven by technological advances, significantly altering the way teaching and learning is conceptualized in the classroom. Currently the variety of learning and teaching platforms is extensive and in general, these have been very well received by language teachers. The use of these platforms is often…
Descriptors: Engineering Education, Undergraduate Students, Undergraduate Study, Student Attitudes
Chernov, Victor; Klas, Sivan; Shaharabani, Yael Furman – Journal of Technology and Science Education, 2021
Technology-enriched lessons can contribute to improving student engagement and learning in engineering courses. In this study we systematically incorporated Kahoot!, a game-based response system, in two mandatory content-intensive undergraduate engineering courses. In both courses, short quizzes were incorporated regularly at the beginning of the…
Descriptors: Educational Technology, Educational Games, Engineering Education, Learner Engagement
Marín, B.; Frez, J.; Cruz-Lemus, J.; Genero, M. – ACM Transactions on Computing Education, 2019
Context: Programming courses are compulsory for most engineering degrees, but students' performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are…
Descriptors: Programming, Game Based Learning, Engineering Education, College Freshmen
Association Supporting Computer Users in Education, 2022
ASCUE, the Association Supporting Computer Users in Education, is a group of people interested in small college computing issues. It is a blend of people from all over the country who use computers in their teaching, academic support, and administrative support functions. Begun in 1968 as CUETUG, the College and University Eleven-Thirty Users'…
Descriptors: Computer Uses in Education, Undergraduate Students, Student Attitudes, Computer Software
Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education