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A Gamified Method for Construction Engineering Education: Learning through Guided Active Exploration
Mohammad Ilbeigi; Diana Bairaktarova; Romina Ehsani – Journal of Civil Engineering Education, 2024
Experiential learning through active exploration can play a vital role in fostering critical thinking and problem-solving skills in engineering education. However, the complex nature of the construction industry in the 21st century cannot afford an education through trial and error in a real environment. This case study aims to promote…
Descriptors: Gamification, Educational Games, Engineering Education, Active Learning
Zhuoyao Cui; Haochen Yang – SAGE Open, 2023
This study investigates the influence of game elements on active learning intentions within digital learning platforms. Drawing from a situational perspective, we developed a model and validated it using data from 492 respondents collected via questionnaires. Our findings suggest that while social elements enhance active learning intentions, both…
Descriptors: Educational Technology, Technology Uses in Education, Gamification, Active Learning
Ana Raquel Carvalho; Laura Ferreira; Lara Gonçalves; Carlos Santos; João Almeida; Nuno Ribeiro; Miguel Filipe; João Brandão; Samuel Santos; Catarina Dionísio; L. Pedro – Educational Media International, 2024
Designing learning solutions in digitally mediated contexts requires attention to the level of immersion, interactivity, personalization, and engagement promoted, to which the incorporation of active learning methods and gamified strategies can be strategic. However, more research is needed on how teachers use technology-enhanced active learning…
Descriptors: Gamification, Extracurricular Activities, Foreign Countries, Elementary Secondary Education
de la Fuente-Anuncibay, Raquel; Sapio, Nicola; Ortega-Sánchez, Delfín; Cuesta Gómez, José Luis – SAGE Open, 2023
The application of edutainment and gamification resources as complementary methodologies allows to reinforce and facilitate the internalization of learning, although there are hardly any studies that relate its use to the organizational culture of educational establishments. This research aims to assess the effectiveness of the…
Descriptors: Gamification, Elementary Education, Nutrition Instruction, Elementary School Teachers
Barbetta, Patricia M. – Journal of Educational Technology Systems, 2023
Higher education (HE) faculty are increasingly teaching online. For many faculty, this represents a new instructional mode that comes with its own set of challenges but also with new instructional possibilities. One challenge is identifying innovative and effective active learning methods that academically engage online students. Along with other…
Descriptors: College Faculty, Educational Technology, Technology Uses in Education, Active Learning
Squire, Nikki – Journal of Educators Online, 2023
Digital game-based learning (DGBL) has shown to be an effective approach to gamifying the learning experience in any course and learning environment. To make learning more active and engaging for students, college faculty can use educational technologies such as game-based student response systems (SRSs) and interactive PowerPoint games as a…
Descriptors: Computer Games, Game Based Learning, Gamification, Online Courses
Rusen Meylani; Gary G. Bitter – International Society for Technology, Education, and Science, 2023
The "App-Generation" the present student population that grew up in a world of digital technology and mobile apps faces obstacles explored in this article. It explores their traits, such as multitasking, limited attention spans, and technology fluency, and how these affect their involvement in and experiences with learning. The article…
Descriptors: Academic Achievement, High Achievement, Individual Characteristics, Student Projects
Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction
Santiago Berrezueta Ed. – Lecture Notes in Educational Technology, 2023
The proceedings of the 18th edition of Latin American Conference on Learning Technologies (LACLO) demonstrates the developments in the research of learning science, learning resources, challenges and solutions. This Proceedings book showcases a collection of quality articles that explores and discusses trending topics in education in the upcoming…
Descriptors: Educational Technology, Active Learning, Design, Telecommunications

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