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Richardson, Deborah South; Bledsoe, Robert S.; Manning, Kailea – College Teaching, 2023
The authors' scholarly reflective narrative addresses the rewards and challenges of an immersive experiential active learning pedagogy. They ask, "was it worth it?" for students and for themselves. Although research evidence makes it clear that active learning benefits student learning and engagement, designing a course to incorporate…
Descriptors: Active Learning, Learner Engagement, College Faculty, College Students
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Núñez-Pacheco, Rosa; Espinoza-Montoya, Claudia; Yucra-Quispe, Liz-Marjorie; Turpo-Gebera, Osbaldo; Aguaded, Ignacio – Journal of Technology and Science Education, 2023
Video games have become an important element of contemporary life. The need to use them in the field of education has given rise to the appearance of serious video games, which have been specially designed to achieve objectives at different educational levels and generate spaces for educational innovation. The purpose of this work is to…
Descriptors: Video Games, Game Based Learning, Engineering Education, Student Attitudes
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Umamah, Atik; Saukah, Ali – PASAA: Journal of Language Teaching and Learning in Thailand, 2022
Digital games have been integrated into the teaching and learning process along with the immense use of digital games by student gamers. This adoption is to facilitate students with a more interesting and exciting classroom atmosphere. This study was conducted in an attempt to describe the voice of EFL university students regarding the integration…
Descriptors: Video Games, Game Based Learning, Student Attitudes, English (Second Language)
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Randi, Judi; Corno, Lyn – Theory Into Practice, 2022
This article discusses the role of student motivation and learning experiences in online course environments at the post- secondary level. We offer guidance for instructors to design online experiences that encourage students to learn actively, allowing them to persist at academic goals and get the most out of the material. In discussing relevant…
Descriptors: Student Motivation, Learning Experience, Online Courses, College Students
Goehlert, Timothy T. – ProQuest LLC, 2022
When both students and teachers are disengaged, there is an impact at the class level and on the larger educational community. Thus, examining experiential methods that spark professor interest and passion as well as engage students is beneficial for faculty development, student learning, and institutional improvement. This thematic analysis…
Descriptors: Game Based Learning, College Faculty, Teacher Attitudes, Best Practices
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Bouchrika, Imed; Harrati, Nouzha; Wanick, Vanissa; Wills, Gary – Interactive Learning Environments, 2021
In spite of the unprecedented popularity to use innovative gaming concepts within the educational context in order to promote active learning, engage people and solve motivational problems, there is an emerging body of research work arguing that gamification is not effective to increase neither the students engagement nor the learning outcomes. In…
Descriptors: Game Based Learning, Electronic Learning, Program Effectiveness, Technology Integration
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Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
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Motz, Vicki Abrams; Koneval, Timothy; Bennett-Toomey, Jill; Suniga, Rema G.; Connour, Jacqueline Runestad – HAPS Educator, 2019
Board games continue to increase in popularity and the pedagogical value of games has been repeatedly supported. Games keep students engaged and the level of engagement translates directly into time spent playing, and correspondingly, time spent reviewing course material. Therefore, game play is expected to result in greater student success.…
Descriptors: Anatomy, Physiology, Educational Games, Game Based Learning
Ajlen, Ronit; Plummer, Benjamin; Straub, Evan; Zhu, Erping – Center for Research on Learning and Teaching, 2020
Gameful pedagogy is "an approach that takes inspiration from well-designed games to create learning environments that support student motivation" (Holman, 2018, p. 1). According to Self-Determination Theory (Ryan & Deci, 2000), students are intrinsically motivated when their basic psychological needs for autonomy (the need to make…
Descriptors: Teaching Methods, Game Based Learning, Educational Games, Student Motivation
Alsawaier, Raed S. – ProQuest LLC, 2018
The purpose of this mixed-method study was to explore the effects of the use of gamification on students' motivation and engagement in the college environment. The study drew from three theoretical principles: Self-determination theory, new literacy studies, and behaviorism. The study was conducted at Washington State University on two English…
Descriptors: Game Based Learning, Learner Engagement, Instructional Effectiveness, College Students
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Forrer, Don; Bechtel, Stephanie; Brown, Kendra; Mabesa, Jose, Jr.; Gunn, Linda; Hayes, Richard L.; Fall, Lisa; Wilmore, Todd – Journal of College Teaching & Learning, 2019
This interactive, cross-disciplinary research explores face-to-face and online strategies for faculty to deploy in the classroom that encourage connections beyond forced engagement methodologies commonly used. Concentration is on methods of connecting that are "out of the mainstream" and benefit both students and faculty. Findings…
Descriptors: Online Courses, Teaching Methods, Learner Engagement, Teacher Student Relationship
Elizabeth Losh – MIT Press, 2014
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each…
Descriptors: MOOCs, College Faculty, Learning Management Systems, Educational Technology
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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaías, Pedro, Ed.; Hui, Wendy, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and poster of the 6th International Conference on Educational Technologies 2019 (ICEduTech 2019), which has been organised by the International Association for Development of the Information Society and co-organised by the Lingnan University, in Hong Kong, February 8-10, 2019. ICEduTech is the scientific…
Descriptors: Educational Technology, Elementary School Students, Reflection, Computer Mediated Communication