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Sim-Sim, Margarida; Zangão, Otília; Barros, Maria; Frias, Ana; Dias, Hélia; Santos, Anabela; Aaberg, Vicki – Education Sciences, 2022
The objective of this study was to analyse nursing students' motivation to choose the midwifery career. This is a cross-sectional study with a qualitatively driven mixed-methods approach. The settings are three higher education institutions located in Portugal. The study was conducted between September 2019 and November 2021, with the…
Descriptors: Nursing Students, Obstetrics, Career Choice, Foreign Countries
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Araújo, Inês; Carvalho, Ana Amélia – Education Sciences, 2022
Although there is ample evidence that gamification can engage students in learning, it is less used than one would expect. This raises the question of the difficulties teachers face in planning and implementing gamification in their classes. What enables teachers' implementation of gamification? These questions were addressed through a case study,…
Descriptors: Gamification, Educational Games, Game Based Learning, Educational Technology
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Pontes, Thiago Bessa; Miranda, Guilhermina Lobato; Celani, Gabriela Caffarena – Education Sciences, 2018
Difficulties in learning computer programming for novices is a subject of abundant scientific literature. These difficulties seem to be accentuated in students whose academic choice is not computation, like architecture students. However, they need to study programming, since it is part of the new academic curricula. The results presented here are…
Descriptors: Programming, Computer Science Education, Teaching Methods, Student Motivation
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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