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Sunny Kwok; Rachel Childers – Biomedical Engineering Education, 2023
Commercial escape rooms have grown in popularity as an enjoyable experience that also doubles as an exercise in communication and collaboration. Educators can take advantage of these natural qualities to engage and support students in a low-stress learning environment. The primary goal of this study is to share the development and application of…
Descriptors: Educational Games, Biomedicine, Engineering, Program Development
Leonard A. Annetta; Mark H. Newton; Kelly Schumann – International Journal of Education in Mathematics, Science and Technology, 2025
The Next Generation Science Standards call for engineering design solutions using computer technologies, but many K-12 classrooms either do not have accessible technologies or the teacher pedagogical knowledge on how to effectively implement engineering design into the curriculum. Without access to computer or mobile technologies, teachers are…
Descriptors: Science and Society, Computation, Thinking Skills, Design
Deborah E. Carberry; Jonas S. Neergaard-Nielsen; Evert Van Nieuwenburg; Martin P. Andersson – Discover Education, 2024
In this study, we develop and test a board game to introduce quantum computing to engineering students. The instructional approach is informed by peer instruction and flow theory. To begin, Bloom's taxonomy is leveraged to profile the intended learning outcomes (ILO's) from a master's course in Quantum Information. This is followed by a filtering…
Descriptors: Quantum Mechanics, Engineering, Technical Occupations, Peer Teaching
Hurdle, Zach; Stanford, Angela; Nix, Katy; Perry, Nick – Science and Children, 2021
In an ever-increasing technological society, teachers have now, more than ever, a vast offering of educational technologies made available for classroom use. However, the time necessary for vetting and developing rigorous lessons with the usage of such technologies can be overwhelming for a classroom teacher. Still, teachers need the opportunity…
Descriptors: Grade 3, Grade 5, Elementary School Teachers, Elementary School Students
Alicia Bower; Kami L. Tsai; Carey S. Ryan; Rebecca Anderson; Andrew Jameton; Maurice Godfrey – Journal of STEM Outreach, 2018
We describe a game and teachers' experiences using it in their middle and high school science courses. The game, which is called "Luck of the Draw", was designed originally to engage medical students and later adopted for middle school, high school, and college students in genetics, and to encourage critical thinking about is-sues such…
Descriptors: Learner Engagement, Critical Thinking, Thinking Skills, Educational Games

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