Research shows that active learning can promote student achievement in the science, technology, engineering and mathematics (STEM) classroom. One tool that can be used to achieve an active learning environment is the case study. Cases have been coupled with a variety of technologies including video clips such as in the flipped classroom, and clickers. However, can cases also be used with video games to enhance student learning and engagement to an even greater degree? During this presentation we will review an in-progress project involving a collaboration with a STEM gaming company to develop a science case study embedded with video games to promote active learning. We will also invite participants to discuss the practical usages of gaming ...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...
Videogames are a popular medium in our society and have an enormous mass appeal, reaching audiences ...
Gaming, an integral part of many students’ lives outside school, can provide an engaging platform fo...
This session discusses incorporating game-based learning into the secondary and post secondary class...
Teaching and Learning Department Capstone Project.This paper explores the affordances of digital vid...
In this snapshot presentation, participants will briefly explore the concept of active learning thro...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, we provide an overview of two Computer Science for High School teacher training works...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
In this paper, methods and models for the design of educational interventions and usable systems are...
Nowadays school curriculum is changing and more and more teachers are incorporating STEM content and...
Interactive learning environments, referred to as games in our design due to their unique features, ...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...
Videogames are a popular medium in our society and have an enormous mass appeal, reaching audiences ...
Gaming, an integral part of many students’ lives outside school, can provide an engaging platform fo...
This session discusses incorporating game-based learning into the secondary and post secondary class...
Teaching and Learning Department Capstone Project.This paper explores the affordances of digital vid...
In this snapshot presentation, participants will briefly explore the concept of active learning thro...
In recent years, the adoption of flipped learning as an educational approach has gained significant ...
In this study, the researcher conducted a multi-phases study and to explore how various e-learning m...
In this paper, we provide an overview of two Computer Science for High School teacher training works...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
In this paper, methods and models for the design of educational interventions and usable systems are...
Nowadays school curriculum is changing and more and more teachers are incorporating STEM content and...
Interactive learning environments, referred to as games in our design due to their unique features, ...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
There are a variety of educational games produced for studies in game-based learning (GBL) with a sp...