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Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Hsiao, E-Ling; Mikolaj, Peter; Shih, Ya-Ting – Journal of Educators Online, 2020
Engaging students in experiential e-learning is challenging. This article discusses how to establish a multimedia-rich e-learning environment to enhance experiential learning and engage students in applying course content in real-world situations. Consultants from golf, manufacturing, and food industries were invited to offer professional advice…
Descriptors: Multimedia Instruction, Multimedia Materials, Learning Modules, Instructional Effectiveness
Chernikova, Olga; Heitzmann, Nicole; Stadler, Matthias; Holzberger, Doris; Seidel, Tina; Fischer, Frank – Review of Educational Research, 2020
Simulation-based learning offers a wide range of opportunities to practice complex skills in higher education and to implement different types of scaffolding to facilitate effective learning. This meta-analysis includes 145 empirical studies and investigates the effectiveness of different scaffolding types and technology in simulation-based…
Descriptors: Simulation, Higher Education, Instructional Effectiveness, Scaffolding (Teaching Technique)