Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Almutairi, Fadiyah | 1 |
Brady, Christy | 1 |
Carman, Angela | 1 |
Conatser, Trey | 1 |
Corvasce, Caroline | 1 |
Gadille, Martine | 1 |
Impedovo, Maria Antonietta | 1 |
Rémon, Josephine | 1 |
White, Su | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 2 |
Reports - Descriptive | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Secondary Education | 1 |
Audience
Teachers | 1 |
Location
France | 3 |
Algeria | 1 |
Australia | 1 |
Malaysia | 1 |
Mexico | 1 |
Palestine | 1 |
Saudi Arabia | 1 |
Sweden | 1 |
United Kingdom | 1 |
United States | 1 |
Laws, Policies, & Programs
Assessments and Surveys
National Survey of Student… | 1 |
What Works Clearinghouse Rating
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
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
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