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Full-Text Articles in Education
Use Of Virtual Games For Interactive Learning In A Pharmacy Curriculum, Jerika Lam, Mary Gutierrez, Jeff A. Goad, Larisa Odessky, Jason Bock
Use Of Virtual Games For Interactive Learning In A Pharmacy Curriculum, Jerika Lam, Mary Gutierrez, Jeff A. Goad, Larisa Odessky, Jason Bock
Pharmacy Faculty Articles and Research
Background and purpose: To evaluate student pharmacists’ attitudes and satisfaction toward playing educational virtual games in the classroom.
Educational activity and setting: The study setting was playing virtual games in the classroom setting. First year student pharmacists participated in two Mimycx quests in the Healthcare Communication and the Psychiatry/Neurology courses. Students were randomly assigned into teams and worked together to complete the assigned quest games. Completion of the pre- and post-quest questionnaires via Qualtrics was voluntary.
Findings: A total of 79 student pharmacists played the Mimycx quests. Only 66 students completed both pre- and post-quest questionnaires. Students …
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 …
Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean
Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean
VMASC Publications
One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …
Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham
Making The Connection: Using Mobile Devices And Polleverywhere For Experiential Learning For Adult Students, Robert L. Moore, Stephanie J. Blackmon, James Markham
STEMPS Faculty Publications
Technology integration has significantly influenced the way students access and retain knowledge gained in the classroom (Ahmed, 2016). This is particularly relevant in classrooms for adult learners who engage in continuing education. This paper used a descriptive case study (Yin, 2014) to share how an instructor utilized mobile learning with a web-based polling tool, PollEverywhere, to gamify experiential learning for adult students in various roles within a southeastern state’s court administration—prosecutors, defense lawyers, magistrates, and jail administrators—and improve students’ engagement in the course and connection to course material.