Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Educational Environment | 5 |
Game Based Learning | 5 |
Undergraduate Students | 5 |
Learner Engagement | 3 |
Blended Learning | 2 |
Instructional Effectiveness | 2 |
Introductory Courses | 2 |
Problem Solving | 2 |
Teaching Methods | 2 |
Academic Achievement | 1 |
Access to Education | 1 |
More ▼ |
Source
AERA Online Paper Repository | 1 |
Advances in Engineering… | 1 |
IGI Global | 1 |
Interactive Learning… | 1 |
Journal on Excellence in… | 1 |
Author
Agolini, Susan H. B. | 1 |
Blankson, Joseph, Ed. | 1 |
Hall, Richard | 1 |
Hew, Khe Foon | 1 |
Huang, Biyun | 1 |
Kyei-Blankson, Lydia, Ed. | 1 |
Liu, Min | 1 |
Liu, Sa | 1 |
Lo, Chung Kwan | 1 |
Ntuli, Esther, Ed. | 1 |
Ross, Robert | 1 |
More ▼ |
Publication Type
Reports - Research | 4 |
Journal Articles | 3 |
Books | 1 |
Collected Works - General | 1 |
Speeches/Meeting Papers | 1 |
Education Level
Higher Education | 5 |
Postsecondary Education | 5 |
Audience
Administrators | 1 |
Researchers | 1 |
Students | 1 |
Teachers | 1 |
Location
Australia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Agolini, Susan H. B. – Journal on Excellence in College Teaching, 2021
In order to improve the student success rate in a "gateway" undergraduate Biology course, changes were made to both content delivery and classroom support, and the impact of these changes was measured. Requiring students to interact with course material prior to class time by viewing pre-recorded lectures freed up time in class to delve…
Descriptors: Educational Environment, Student Participation, STEM Education, Undergraduate Students
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
Liu, Sa; Liu, Min – AERA Online Paper Repository, 2021
To understand how learner metacognition and goal orientation affect learner problem-solving in a Serious Game (SG) environment, this study examined 12 undergraduate students' metacognition, goal orientations, and problem-solving performances and processes while playing a SG that adopts problem-based learning pedagogy to teach space science.…
Descriptors: Metacognition, Goal Orientation, Problem Solving, Undergraduate Students
Huang, Biyun; Hew, Khe Foon; Lo, Chung Kwan – Interactive Learning Environments, 2019
In recent years, flipped learning has attracted much attention around the world. This instructional approach is appealing because it can free up class time for knowledge application activities with help from the instructor and peers. However, its implementation can be fraught with challenges. Student disengagement in out-of-class activities, for…
Descriptors: Game Based Learning, Blended Learning, Instructional Effectiveness, Undergraduate Students
Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods