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Jan Bamford; Elena Moschini – Higher Education Research and Development, 2025
This paper explores the use of a gamified digital intervention to build connected and relational spaces for students in higher education which reach beyond the places and spaces of the traditional learning environment. These informal learning spaces can be seen to facilitate the development of students' transferable skills. The project…
Descriptors: Gamification, Educational Technology, Technology Uses in Education, College Students
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Ruskin, Jennifer; Bilous, Rebecca H. – Higher Education Research and Development, 2020
While at university, students increasingly have opportunities to play roles as consultants, student representatives, co-researchers or curriculum co-designers, and co-creation between university staff and students has received considerable attention in recent literature. While there is some evidence of co-creation with industry and community…
Descriptors: College Students, Experiential Learning, Job Skills, Partnerships in Education