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Full-Text Articles in Education
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.