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Romero Rodríguez, Laura – Education and Information Technologies, 2023
Society is continually evolving and the needs of current generations of students are changing, deriving from the ongoing digital evolution of the whole of society. Gamification tools are increasingly being implemented in education, since previous studies have demonstrated their usefulness to foster motivation, particularly in the case of…
Descriptors: Engineering Education, Educational Games, Gamification, Game Based Learning
Reinoso, Roberto; Delgado-Iglesias, Jaime; Fernández, Itziar – Information and Learning Sciences, 2021
Purpose: The purpose of this paper is to analyse student performance and perceptions when a flipped classroom setting is used, in comparison with the traditional model. Design/methodology/approach: The inverted learning model or "flipped classroom" is a pedagogical approach that attempts to reverse the traditional teaching and learning…
Descriptors: Academic Achievement, Flipped Classroom, Outcomes of Education, Student Participation
Cuadrado, Francisco – International Journal of Music Education, 2019
"Music and Talent" is an educational project for children between 3 and 9 years old. The aim of the project is to use music and musical intelligence as resources for enhancing important skills in social and cognitive development. These skills are self-esteem, self-confidence, motivation, social and emotional relationships, and…
Descriptors: Music, Talent, Creativity, Program Descriptions
Pejuan, Arcadi; Antonijuan, Josefina – Research in Post-Compulsory Education, 2019
In first-year engineering students, a common teacher-centred, passive learning and deficient secondary educational backgrounds are often observed. However, there is a problematic difference whether the individual background is vocational education and training (VAT) or baccalaureate. This implies an educational need to level up these backgrounds,…
Descriptors: Engineering Education, Student Centered Learning, Educational Background, Academic Education