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Sulma Paola Vera-Monroy; Sandra Rodriguez; Manuel Alfredo Figueredo – International Journal of Mathematical Education in Science and Technology, 2024
This study evaluates the implementation of a collaborative/game-based learning strategy on final year B.Sc. students focused on reinforcing the Taylor theorem (a mathematical concept previously learned, usually forgotten over time and widely used in chemical engineering) and analyses its effect on their academic performance. To this end, the…
Descriptors: Undergraduate Students, Engineering Education, Game Based Learning, Teaching Methods
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Amarpreet Singh Gill; Derek Irwin; Pinzhuang Long; Linjing Sun; Dave Towey; Wanling Yu; Yanhui Zhang; Yaxin Zheng – Interactive Technology and Smart Education, 2025
Purpose: This study aims to examine the effects on student motivation and perception of technological interventions within undergraduate mechanical engineering and product design and manufacture programs at a Sino-foreign international university. The authors use an augmented reality game application within a class on Design for Manufacturing and…
Descriptors: Computer Simulation, Technology Uses in Education, Game Based Learning, Student Motivation
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Ross, Robert; Hall, Richard – Advances in Engineering Education, 2021
Teaching second year undergraduate digital electronics is a serious business, designed to impart individual technical mastery. In this paper we attempt to embed several key digital logic concepts within an escape room game. We report results of iteratively piloting our game with academic engineering staff and then used them with students showing…
Descriptors: Technology Uses in Education, Problem Solving, Educational Environment, Undergraduate Students
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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
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Oren, Mehmet; Pedersen, Susan; Butler-Purry, Karen L. – IEEE Transactions on Education, 2021
Contribution: This article presents the design of in-game tools to support learning within an educational video game and investigates the impact of tool usage on engineering students' performance in an introductory digital circuit design course. Background: Despite the level of appeal of video games to college students, there is a lack of…
Descriptors: Video Games, Educational Games, Game Based Learning, Instructional Effectiveness
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Clark, Renee; Spisso, Abra; Ketchman, Kevin J.; Landis, Amy E.; Parrish, Kristen; Mohammadiziazi, Rezvan; Bilec, Melissa M. – Journal of Civil Engineering Education, 2021
Recruitment, retention, and preparation of students in science, technology, engineering, and math (STEM) fields are critical to meeting the global challenges of the 21st century. Gamification--game playing concepts used in another activity--has been postulated as an active teaching strategy that engages students, encourages a sense of community,…
Descriptors: Gamification, Educational Games, Game Based Learning, STEM Education
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Pedersen, Susan; Oren, Mehmet; Butler-Purry, Karen – Journal of Interactive Learning Research, 2020
The effectiveness of educational games is contingent upon players staying engaged. When players become stuck, the availability of in-game instructional guidance can help them to overcome obstacles and continue to progress. In this study, we examined the impact of different formats for instructional assets designed to support learners as they play…
Descriptors: Educational Games, Video Games, Game Based Learning, Autoinstructional Aids
Szu S. Ling; Fabrice Saffre; Deborah L. Gater; Lilia Halim; Abdel F. Isakovic – Journal of Chemical Education, 2024
Computer quiz games are introduced to improve teaching and learning in a freshman engineering chemistry course in an English-as-a-second-language (ESL) environment. These quiz games are developed and implemented as supplemental and augmentative tools to enhance traditionally delivered lectures. The paper shows an increase in students' motivation…
Descriptors: Computer Assisted Testing, Tests, Chemistry, Engineering Education
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White, Aien Charity Grace; Chaudhari, Apoorv; White, Jonathon David – Physics Education, 2021
Engaging Electrical Engineering (EE) students in a freshman general physics service course is challenging as they see little relationship between the topics and their major. Non-native speakers enrolled in a course taught in English face an additional challenge beyond understanding the basic physics, that is, understanding specialized English.…
Descriptors: Active Learning, Discovery Learning, Engineering Education, Physics
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Kommers, Piet, Ed.; Viana, Adriana Backx Noronha, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2020
These proceedings contain the papers of the 7th International Conference on Educational Technologies 2020 (ICEduTech 2020), which has been organised by the International Association for Development of the Information Society and co-organised by the University of São Paulo ("Universidade de São Paulo"), Brazil, from 5 to 7 February 2020.…
Descriptors: Cognitive Style, Handheld Devices, Telecommunications, Graduate Students