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Cecilia Madero-Gonzalez; Jesus Vazquez-Hernandez; Fernando Gonzalez Aleu – Quality Assurance in Education: An International Perspective, 2025
Purpose: This study aims to examine the impact of gamification on the five dimensions of meaningful learning (i.e. cooperative, active, authentic, constructive and intentional learning) and undergraduate student performance taking online lessons. Design/methodology/approach: Therefore, the authors conducted an experiment among undergraduate…
Descriptors: Gamification, Undergraduate Students, Online Courses, Engineering Education
Hsiao, E-Ling; Mikolaj, Peter; Shih, Ya-Ting – Journal of Educators Online, 2020
Engaging students in experiential e-learning is challenging. This article discusses how to establish a multimedia-rich e-learning environment to enhance experiential learning and engage students in applying course content in real-world situations. Consultants from golf, manufacturing, and food industries were invited to offer professional advice…
Descriptors: Multimedia Instruction, Multimedia Materials, Learning Modules, Instructional Effectiveness
Murray, Mike; Hendry, Gillian; McQuade, Robert – European Journal of Engineering Education, 2020
Vocational disciplines such as engineering provide an ideal opportunity for contextualising the curriculum. The provision of co-curricular activities can stimulate students to assimilate their prior knowledge and skills whilst enhancing employability attributes. Team-based co-curricular activities linked to problem-based learning can offer…
Descriptors: Civil Engineering, Extracurricular Activities, Undergraduate Students, Engineering Education

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