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Veronica Membrive, Editor – IGI Global, 2024
"Practices and Implementation of Gamification in Higher Education" is a comprehensive book that explores the integration of gamification in tertiary education as an innovative approach to teaching and learning. By leveraging the mechanics of games, educators are able to achieve enhanced results, foster critical thinking, and promote…
Descriptors: College Faculty, Gamification, Game Based Learning, Educational Games
Gabriela Gonçalves Barbosa; Ana Paula Maielo Silva; Elia Elisa Cia Alves; Cristina Carvalho Pacheco – Journal of Political Science Education, 2024
Active learning is an engaging way of teaching and even experienced professors may not know how to start implementing its techniques to make classes more dynamic. Teaching cases can be a very useful active method of instruction, as an opportunity to assign students roles in the case discussion, centering them as the protagonists of their own…
Descriptors: Public Policy, Foreign Policy, Active Learning, College Faculty
Orit Avidov-Ungar; Merav Hayak – Journal of Information Technology Education: Research, 2023
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background:…
Descriptors: Computer Games, Electronic Learning, COVID-19, Pandemics
Morales-Almazan, Pedro – PRIMUS, 2022
This article explores the parallels between improvisational theater, commonly known as improv, and active teaching. Specifically, it focuses in the impact of improv techniques on instructor and teaching assistant professional development. The implementation of an active teaching seminar is analyzed, where improv techniques were used in developing…
Descriptors: Creative Activities, Drama, Teaching Methods, Faculty Development
Sghari, Amira; Bouaziz, Fatma – Interactive Technology and Smart Education, 2023
Purpose: This paper aims to focus on the intention to use of the Backstage game by teachers delivering entrepreneurship course at Tunisian public universities. A research model was developed based on a literature review of the variables that would affect the intention to use this game. Design/methodology/approach: Data were collected by survey…
Descriptors: Educational Games, Game Based Learning, Intention, College Faculty
Srivastava, Mallika; Sinha, Mudita – International Journal of Education and Development using Information and Communication Technology, 2022
The COVID-19 disease outbreak has resulted in governments around the globe taking action to put in place unparalleled methods for a response. One of the worst hit sectors is education. As campuses across countries started shutting down abruptly, online education was needed quickly and prompted educators to adopt different pedagogies. Marketing…
Descriptors: Game Based Learning, Marketing, Teaching Methods, COVID-19
Isa, Nor Kalsum Mohd; Samat, Muhammad Yusoff Ab; Govindasamy, Priyalatha; Isa, Nor Junainah Mohd; Nursa'ban, Muhammad; Yunos, Mohd Yazid Mohd; Ibrahim, Mohd Hairy; Ismail, Kamarul – Journal of Language and Linguistic Studies, 2021
This study aimed to examine the implementation of the teaching and facilitation (PdPc) methods among lecturers and their influence on students' interests in learning Geography. Students' interests in learning were measured based on two aspects: emotional and cognitive aspects. A survey approach was used in this study, involving a total of 120…
Descriptors: Student Interests, Geography Instruction, College Faculty, Teaching Methods
Craig D. Howard; John W. Baaki – International Journal of Designs for Learning, 2021
This article presents two similar design cases and a discussion of how like values resulted in dissimilar design moves. Both cases were gamified learning activities for graduate students in instructional design. Both interventions employed rapid prototyping and were delivered synchronously in an at-a-distance setting. This article compares the two…
Descriptors: Design, Instructional Design, Learning Activities, Graduate Students
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
Hayse, Mark – Teaching Theology & Religion, 2018
In the undergraduate classroom, tabletop games can aid both teaching and learning -- especially when accompanied by debriefing exercises following gameplay. In particular, tabletop games enable undergraduate learners to practice the 21st century skills of collaboration, communication, and critical thinking. This qualitative study examines three…
Descriptors: Teaching Methods, Undergraduate Students, Learning Activities, Theological Education
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
Kyei-Blankson, Lydia, Ed.; Ntuli, Esther, Ed.; Blankson, Joseph, Ed. – IGI Global, 2020
While online courses are said to be beneficial and many reputable brick and mortar higher education institutions are now offering undergraduate and graduate programs online, there is still ongoing debate on issues related to credibility and acceptability. There is some reluctance to teach online and to admit and hire students who have enrolled in…
Descriptors: Student Experience, Online Courses, Electronic Learning, Teaching Methods
Keengwe, Jared, Ed. – IGI Global, 2023
We are moving toward a future in which digital practices are becoming more ubiquitous. Also, there is evidence to suggest that innovative digital practices are changing the face of 21st-century learning environments. Critical to 21st-century teaching and learning success is continued emphasis on learner preferences, shaped by innovative digital…
Descriptors: Higher Education, Teaching Methods, Global Approach, Active Learning
Carliner, Saul, Ed. – Association for the Advancement of Computing in Education, 2019
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "E-Learn 2019: World Conference on E-Learning" took place in New…
Descriptors: Conferences (Gatherings), Electronic Learning, Conference Papers, Learner Engagement
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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