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David Juárez-Varón; Manuel Ángel Juárez-Varón; Ana Mengual-Recuerda; Beatriz Andres – International Journal of Game-Based Learning, 2024
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting,…
Descriptors: College Students, Human Resources, Personnel Management, Courses
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Peterman, Karen; Kermish-Allen, Ruth; Knezek, Gerald; Christensen, Rhonda; Tyler-Wood, Tandra – Journal of Science Education and Technology, 2016
This article describes Energy for ME and Going Green! Middle Schoolers Out to Save the World, two Science, Technology, Engineering, and Mathematics (STEM) education programs with the common goal of improving students' attitudes about scientific careers. The authors represent two project teams, each with funding from the National Science…
Descriptors: Student Interests, Vocational Interests, STEM Education, Technology Uses in Education
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Carmo, Mafalda, Ed. – Online Submission, 2017
This book contains a compilation of papers presented at the International Conference on Education and New Developments (END 2017), organized by the World Institute for Advanced Research and Science (W.I.A.R.S.). Education, in our contemporary world, is a right since we are born. Every experience has a formative effect on the constitution of the…
Descriptors: Educational Quality, Models, Vocational Education, Outcomes of Education