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Effectiveness Of Gamification Activities In A Project-Based Learning Classroom, Eleanor Leung, Elizabeth Pluskwik
Effectiveness Of Gamification Activities In A Project-Based Learning Classroom, Eleanor Leung, Elizabeth Pluskwik
Integrated Engineering Department Publications
The purpose of this research is to analyze the effectiveness, and student's self-reported engagement with gamification tools on a student's learning of technical concepts when used in a project-based learning (PBL) engineering classroom environment. Gamification, as defined in this study, is the use of game-based elements such as online audience response systems with automated feedback in non-game situations. By adding gamification to the classroom, we hope to further build on the active and collaborative learning environment that our PBL program already provides. Five gamification activities were implemented during the Fall 2017 semester with junior and senior student engineers enrolled in …
Adventure Education And Learning Communities: Linking Classroom Learning With Everyday Life, Andrew J. Bobilya, Lynn D. Akey
Adventure Education And Learning Communities: Linking Classroom Learning With Everyday Life, Andrew J. Bobilya, Lynn D. Akey
Academic Affairs Publications
No abstract provided.