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Elena Carrión Candel; Cristina de-la-Peña; Beatriz Chaves Yuste – Education and Information Technologies, 2024
The scientific literature reveals the impact of applying game-based videos and gamification on undergraduates' learning. This work proposes, within an online context, using these educational strategies to make students the active protagonists of their learning. Therefore, this paper aims to analyze the students' perception of the effectiveness of…
Descriptors: Preservice Teachers, Student Attitudes, Active Learning, Teaching Methods
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Robert Jesiolowski; Monique Jesiolowski – International Society for Technology, Education, and Science, 2023
Today more than ever before, we have access to new technologies which provide unforeseen opportunities for educators to pursue new innovations in online education. Pursuing innovation is a complex process! It starts with an idea, but that needs to be coupled with the right team of experts willing to take big risks and put in the hard work to build…
Descriptors: Game Based Learning, Computer Games, Educational Games, Artificial Intelligence
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Caterina G. C. Marques Netto – Journal of Chemical Education, 2022
The COVID-19 pandemic has shifted physical classroom attendance to virtual classes, leading to a more isolated learning process. Even though quarantine has impacted the well-being of all populations, some of them suffered more than others. For instance, teenagers and young adults are at the peak of building their social network and could not…
Descriptors: Game Based Learning, Educational Games, Electronic Learning, Learning Processes
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Meredith G.H. Burling; Lina Rahouma; Arla Good; Joleine C. Kasper; Samantha Kranyak; Kieran Ramnarine; Kosha Bramesfeld – International Journal for Students as Partners, 2020
In their review of the students-as-partners literature, Mercer-Mapstone et al. (2017) found that only 5-6% of published research articles on student-partnership models focused on multidisciplinary partnerships. This case study, authored by five undergraduate students and two academics, sought to examine the utility of using a multidisciplinary…
Descriptors: Partnerships in Education, Interdisciplinary Approach, Educational Innovation, Electronic Learning
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Brassinne, Kristien; Reynders, Monique; Coninx, Karin; Guedens, Wanda – Journal of Chemical Education, 2020
This paper describes the development and implementation of GAPc, a gamification project in chemistry. GAPc is an online active student-centered remedial teaching tool allowing prospective and enrolled students to electronically assess their knowledge of basic and advanced chemistry concepts via different game levels of expertise. This provides…
Descriptors: Game Based Learning, Chemistry, Electronic Learning, Active Learning
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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication