NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 3 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Rui M. Lima; Valquíria Villas-Boas; Filomena Soares; Olga S. Carneiro; Paulo Ribeiro; Diana Mesquita – European Journal of Engineering Education, 2024
This study aims to propose a method for mapping the implementation of active learning approaches by quantifying engineering teachers' self-perception. It also seeks to examine the correlations between the implementation of active learning approaches and training, as well as publications focused on active learning. To conduct the study, active…
Descriptors: Engineering Education, Active Learning, Student Projects, Higher Education
Peer reviewed Peer reviewed
Direct linkDirect link
Kim, J. B.; Zhong, Chen; Liu, Hong – Journal of Information Systems Education, 2023
Cybersecurity education is becoming increasingly important in modern society, and hands-on practice is an essential element. Although instructors provide hands-on labs in their cybersecurity courses, traditional lab exercises often fail to effectively motivate students. Hence, many instructors desire to incorporate gamification in hands-on…
Descriptors: Gamification, Information Security, Class Activities, Active Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Haruna, Hussein; Abbas, Asad; Zainuddin, Zamzami; Hu, Xiao; Mellecker, Robin R.; Hosseini, Samira – Information and Learning Sciences, 2021
Purpose: This paper aims to evaluate the students' perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment…
Descriptors: Educational Experience, Gamification, Learning Motivation, Secondary School Students