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Daniel Jato-Espino; Marta Vila-Cortavitarte; Jorge Rodriguez-Hernandez; Daniel Castro-Fresno – Journal of Civil Engineering Education, 2024
Gamification has emerged in recent years as an application of game mechanics to improve learning processes through increased motivation and engagement. Civil engineering is a suitable field for gamification because it encompasses a variety of areas involving both management and fieldwork tasks. To gain insight into the use of gamified approaches…
Descriptors: Gamification, Civil Engineering, Engineering Education, Computer Simulation
Qian Wang; Yi Ding; Jiayi Wang; Qiong Yu – Journal of Civil Engineering Education, 2025
The main goals of this study were to utilize an explicit instruction approach to develop mini modules to teach principles and techniques involved in spatial visualization skills to college engineering students. Mini modules were developed to enhance the spatial visualization skills of engineering students enrolled in the course Introduction to…
Descriptors: Direct Instruction, Spatial Ability, Engineering Education, College Students
Wu, Shenghua; Zha, Shenghua; Mattson, Sue – Journal of Civil Engineering Education, 2020
This study investigates the effectiveness of role assignment in team-based learning (TBL) modules to improve technical writing skills in an undergraduate civil engineering (CE) materials lab course. Four standalone technical writing modules were integrated into the existing lab sequence: (1) logic/technical expression; (2) data representation;…
Descriptors: Civil Engineering, Technical Writing, Writing Skills, Skill Development
Clark, Renee; Spisso, Abra; Ketchman, Kevin J.; Landis, Amy E.; Parrish, Kristen; Mohammadiziazi, Rezvan; Bilec, Melissa M. – Journal of Civil Engineering Education, 2021
Recruitment, retention, and preparation of students in science, technology, engineering, and math (STEM) fields are critical to meeting the global challenges of the 21st century. Gamification--game playing concepts used in another activity--has been postulated as an active teaching strategy that engages students, encourages a sense of community,…
Descriptors: Gamification, Educational Games, Game Based Learning, STEM Education

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