Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 6 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
International Association for… | 2 |
Accounting Education | 1 |
Education & Training | 1 |
Education Sciences | 1 |
Journal of Applied Research… | 1 |
Journal of Teacher Education… | 1 |
Author
Lúcia Pombo | 3 |
Margarida M. Marques | 2 |
Rita Rodrigues | 2 |
Armando Sousa | 1 |
Célia Ferreira | 1 |
Elisa Saraiva | 1 |
Fábio Faria | 1 |
Fátima Monteiro | 1 |
João Ferreira-Santos | 1 |
Julia Draghi | 1 |
Leal, Carmem | 1 |
More ▼ |
Publication Type
Reports - Research | 7 |
Journal Articles | 5 |
Speeches/Meeting Papers | 2 |
Tests/Questionnaires | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Education | 2 |
Grade 8 | 2 |
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
Grade 11 | 1 |
Grade 7 | 1 |
More ▼ |
Audience
Teachers | 1 |
Location
Portugal | 7 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Fátima Monteiro; Armando Sousa – Journal of Applied Research in Higher Education, 2024
Purpose: The purpose of the article is to develop an innovative pedagogic tool: an escape room board game to be played in-class, targeting an introduction to an ethics course for engineering students. The design is student-centred and aims to increase students' appreciation, commitment and motivation to learning ethics, a challenging endeavour for…
Descriptors: Ethics, Engineering Education, Educational Innovation, Teaching Methods
Silva, Rui; Rodrigues, Ricardo; Leal, Carmem – Accounting Education, 2021
As new technologies pave the way to increasingly sophisticated and academically relevant experiences, gamification of the learning process, regardless of the field of expertise, becomes more and more important. This study aims to express several constructs that explain how one can apply Game-Based Learning to education while granting motivational…
Descriptors: Game Based Learning, Accounting, Business Administration Education, Undergraduate Students
Elisa Saraiva; Fábio Faria; Célia Ferreira; Maria Manuel Azevedo – Journal of Teacher Education for Sustainability, 2024
There is a consensus that the content of education for sustainability should be integrated into the curriculum, engaging students in activities that promote awareness and practice of sustainability. To achieve this goal, it is essential to adopt a student-centered approach that involves creative, stimulating, and challenging activities. This…
Descriptors: Sustainability, Student Centered Learning, Grade 8, Outdoor Education
Lúcia Pombo – Education & Training, 2023
Purpose: This paper provides a general review related to a wider project, aimed at developing a mobile game-based app on Education for Sustainable Development within a smart learning city environment. It aims to address guidelines for a new action-oriented transformative pedagogy that is essential for the development of key competencies for…
Descriptors: Game Based Learning, Electronic Learning, Educational Technology, Telecommunications
Rita Rodrigues; João Ferreira-Santos; Julia Draghi; Margarida M. Marques; Lúcia Pombo – International Association for Development of the Information Society, 2024
To drive effective change towards sustainable development, several courses of action have been devised, and education was pointed as a way to attain this goal. Recognizing the impact of learning in context, it is essential to develop innovative educational proposals that bring schools into other social contexts. This study aims to present, albeit…
Descriptors: Sustainable Development, Student Attitudes, Handheld Devices, Telecommunications
Rita Rodrigues; Lúcia Pombo; Margarida M. Marques – International Association for Development of the Information Society, 2023
Mobile devices, augmented reality (AR), and outdoor games can be mobilized to promote Education for Sustainable Development and, thus, to sensitize to nature conservation. The EduCITY project combines mobile learning, AR, and environmental sensors towards sustainability education and creates opportunities for citizens to contribute to their city's…
Descriptors: Sustainable Development, Environmental Education, Educational Opportunities, Urban Areas
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2020
New teaching methodologies are nowadays integrating mobile devices, augmented reality (AR), and game-based learning in educational contexts. The combination of these three elements is considered highly innovative, and it allows learning to move beyond traditional classroom environments to nature spaces that students can physically explore. The…
Descriptors: Educational Games, Computer Simulation, Game Based Learning, Handheld Devices