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Carman, Angela; Brady, Christy; Conatser, Trey – College Teaching, 2022
Game-based learning offers a compelling prospect for innovative teaching and student engagement, but popular examples often involve either complex, time-consuming systems that invite high-order thinking, or simpler, quick versions that reward memorization. Far less common are games that fit low-stakes activities (such as concept review) but…
Descriptors: Thinking Skills, Skill Development, Game Based Learning, Instructional Innovation
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Gadille, Martine; Impedovo, Maria Antonietta; Rémon, Josephine; Corvasce, Caroline – Information and Learning Sciences, 2021
Purpose: The purpose of this paper is to understand how the creativity of pupils and teachers is nurtured through the use of a virtual world (VW) within a sociotechnical network affecting pupils' learning in a pilot secondary school. Design/methodology/approach: The analysis is the result of a pluri-disciplinary systemic analysis involving…
Descriptors: Creativity, Computer Simulation, Secondary School Students, Learner Engagement
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Almutairi, Fadiyah; White, Su – Interactive Technology and Smart Education, 2018
Purpose: This paper aims to develop a model of measuring student engagement in a blended-massive open online course (MOOC) context. MOOCs are those that are delivered, usually by leading universities, with a promise to provide free high-quality education to an unlimited number of learners. They offer an opportunity for "blended" course…
Descriptors: Large Group Instruction, Online Courses, Blended Learning, Educational Technology