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Paciarotti, Claudia; Bertozzi, Gabriele; Sillaots, Martin – European Journal of Engineering Education, 2021
Gamification is usually defined as the use of game structure components in circumstances that are not commonly associated with games. In engineering studies, Gamification and its sub-concept of Serious Games are rather widespread pedagogical models. Just like in other application scopes, the approach to their utilisation or analysis is always…
Descriptors: Game Based Learning, Educational Games, Engineering Education, Undergraduate Students
Marzoli, Irene; Colantonio, Arturo; Fazio, Claudio; Giliberti, Marco; Scotti di Uccio, Umberto; Testa, Italo – Physical Review Physics Education Research, 2021
We surveyed a convenience sample of 362 Italian university physics students, asking them to retrospectively assess their experience of emergency remote instruction due to the COVID-19 outbreak. We looked at their psychological well being, motivation for physics, academic orientation, attitude towards physics and physicists, and tried to link these…
Descriptors: Instructional Effectiveness, Online Courses, Electronic Learning, Distance Education
Ruberto, Thomas Joseph – ProQuest LLC, 2023
In-person field education through exploration is fundamental in geoscience, but equal access is limited by time, cost, safety, distance, physical ability, and instructor variability. Technology advances allow students to explore pedagogically rich but inaccessible places through virtual field trips (VFTs). Studies show that VFTs result in…
Descriptors: Place Based Education, Computer Simulation, Field Trips, Learning Experience