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Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L. – International Journal of Game-Based Learning, 2017
Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…
Descriptors: Case Studies, Educational Games, Student Experience, Interdisciplinary Approach
Pinto, Cristina; Cruz, Mário; Orange, Edite – MEXTESOL Journal, 2020
The European Primary Teacher Education programme (EPTE), a joint project from seven European Higher Education institutions, offers future primary school teachers the opportunity to participate in an international study programme, which includes the development of skills through different courses. The main aim of the project is to depart from the…
Descriptors: Elementary School Teachers, Teacher Education Programs, Student Participation, Preservice Teachers
Charlton, Patricia; Avramides, Katerina – IEEE Transactions on Learning Technologies, 2016
This paper focuses on a design based research study about STEM (Science, Technology, Engineering and Maths) learning by making through collaboration and production. This study examines learning by making by students to explore STEM using a constructionist approach with a particular focus on computer science and engineering. The use of IoT as a…
Descriptors: Computer Science Education, Engineering Education, STEM Education, Constructivism (Learning)
Loch, Birgit; Lamborn, Julia – International Journal of Mathematical Education in Science and Technology, 2016
Many approaches to make mathematics relevant to first-year engineering students have been described. These include teaching practical engineering applications, or a close collaboration between engineering and mathematics teaching staff on unit design and teaching. In this paper, we report on a novel approach where we gave higher year engineering…
Descriptors: Foreign Countries, Engineering Education, Undergraduate Students, Mathematics Education
Caton, Hope; Greenhill, Darrel – International Journal of Game-Based Learning, 2014
This paper describes how a gamified rewards and penalties framework was used to increase attendance and engagement in a level six undergraduate computing module teaching game production. The framework was applied to the same module over two consecutive years: a control year and a trial year. In both years the tutor, assignments and assessment…
Descriptors: Undergraduate Students, Computer Science Education, Learning Modules, Attendance
Ambrogi, Paola; Caselli, Monica; Montalti, Marco; Venturi, Margherita – Chemistry Education Research and Practice, 2008
A class in a Scientific-Technological Lyceum (age 17) decided to produce a PowerPoint presentation to introduce nanochemistry and nanotechnology to the students in lower grades. Because the subject is very new, there was nothing in the School textbooks and, therefore, the students had to cooperate in order to find materials, to use ICT sources and…
Descriptors: Foreign Countries, Secondary School Students, Student Developed Materials, Interdisciplinary Approach
Schultz, Carol; Kim, Seung – International Journal of Educational Leadership Preparation, 2008
Higher learning organizations frequently offer courses isolated from other disciplines or areas of concentration. The intent of this study was to explore collaboration practices on authentic based projects involving two distinct courses from differing programs: Instructional Technology and Educational Leadership. This paper describes the…
Descriptors: Teacher Education Programs, Problem Based Learning, Faculty Development, Educational Technology
Peer reviewedNigro, Georgia N. – Teaching of Psychology, 1994
Describes a create-a-children's game assignment for a college-developmental psychology course. Discusses instructions for the project, provides examples of student games, and reports student evaluation. Contends that the assignment produces a high level of student engagement and accomplishment. (CFR)
Descriptors: Childrens Games, Cooperative Learning, Course Content, Developmental Psychology
Warnberg, Russell – 1994
This brief paper describes a school class project in which students "write" their own history books, based upon extensive research and writing activities. The guide advocates this as a way to create more interest in the subject area and allow students to become more involved in their own learning. Sections include: rationale; who could use; goals;…
Descriptors: Active Learning, Activity Units, Cooperative Learning, History Instruction
Peer reviewedMathematics Teacher, 1990
Described is a student-produced bulletin board that illustrates that mathematics is a universal language and that mathematics is being created around the world. Presented are two approaches for resolving a problem involving three equations and three unknowns. (KR)
Descriptors: Cognitive Development, Computation, Cooperative Learning, Interdisciplinary Approach

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