Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 2 |
Descriptor
First Generation College… | 2 |
Game Based Learning | 2 |
Active Learning | 1 |
Advantaged | 1 |
Anxiety | 1 |
Audience Response Systems | 1 |
Biology | 1 |
College Students | 1 |
Cultural Capital | 1 |
Educational Games | 1 |
Educational Technology | 1 |
More ▼ |
Author
Adkins-Jablonsky, Sarah J. | 1 |
England, Ben | 1 |
Layth, Heather-Ann | 1 |
Morris, J. Jeffrey | 1 |
Raut, Samiksha | 1 |
Shaffer, Justin F. | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Audience
Location
Alabama (Birmingham) | 1 |
California (Irvine) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
Personal Report of… | 1 |
What Works Clearinghouse Rating
Layth, Heather-Ann – Teaching Sociology, 2023
First-generation and working-class (FGWC) students bring a different set of life experiences to the classroom than students of privilege. As an instructor from an FGWC background, I use the poverty simulation game Spent! to make economic stratification understandable to students who have led lives of economic privilege and bring FGWC…
Descriptors: First Generation College Students, Working Class, College Students, Student Experience
Adkins-Jablonsky, Sarah J.; Shaffer, Justin F.; Morris, J. Jeffrey; England, Ben; Raut, Samiksha – CBE - Life Sciences Education, 2021
Anxiety can impact overall performance and persistence in college. Student response systems (SRSs), real-time active-learning technologies used to engage students and gauge their understanding, have been shown to elicit anxiety for some students. Kahoot! is an SRS technology that differs from others in that it involves gamification, the use of…
Descriptors: Audience Response Systems, Anxiety, Introductory Courses, Biology