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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Brown, Linda – ProQuest LLC, 2012
Math achievement for students in the United States is not as high as in other countries. In response, one state implemented a new standards-based, integrated math curriculum that combines traditional high school math courses and emphasizes student centered instruction. The purpose of this study was to examine the implementation of a standards…
Descriptors: Educational Strategies, Teaching Methods, Cooperation, Mathematics Curriculum
Risquez, Angelica; Sanchez-Garcia, Marife – Internet and Higher Education, 2012
This study investigates how computer mediated communication (CMC) can sustain nourishing and emotionally enriching peer mentoring relations. A peer electronic mentoring program was implemented in an Irish university to facilitate freshmen's transition to college. A sample of 123 participants (42 mentors and 81 mentees) was evaluated with a…
Descriptors: Foreign Countries, Mentors, Peer Relationship, College Freshmen

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