The transition to college from high school is significant for at-risk students, especially as they tend to struggle with self-regulated learning skills when trying to adapt to the university environment. In an attempt to mitigate this challenge and assist students with this transition, many universities offer first-year experience courses. Nationally, however, a quarter of freshmen students still drop out before their sophomore year. The purpose of this action-based research study was to evaluate the implementation of a gamified curriculum for at-risk students enrolled in a university first-year experience course. The first research question in this study explored how and in what ways the implementation of a gamified curriculum impacted at-...
The aim of this study was to assess gamification as a method of experiential learning theory (ELT) o...
Student persistence, retention, and completion are continued concerns in higher education. While ext...
An increasing number of people are going online to learn in their everyday lives. Learning and integ...
The transition to college from high school is significant for at-risk students, especially as they t...
The transition to college from high school is significant for at-risk students who tend to struggle ...
Student disengagement and disconnection post pandemic has become a prominent concern in higher educa...
Two studies examined the effectiveness of a first-year program intended to promote Self-Regulated Le...
Community colleges have become increasingly more important in America’s higher education system. Par...
The purpose of this action research was to evaluate the impact of gamification on the intrinsic moti...
2004 Annual Meeting of the American Educational Research Association, San Diego, CAhttps://deepblue....
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
First-year students are at a higher risk of dropping out of college; therefore, student retention an...
A field experiment conducted across an academic semester tested the impact of a gamified experientia...
Educators are striving to use instructional methods that engage and motivate students in online cour...
Students can have difficulty visualizing the end goals of units of study and how one learned concept...
The aim of this study was to assess gamification as a method of experiential learning theory (ELT) o...
Student persistence, retention, and completion are continued concerns in higher education. While ext...
An increasing number of people are going online to learn in their everyday lives. Learning and integ...
The transition to college from high school is significant for at-risk students, especially as they t...
The transition to college from high school is significant for at-risk students who tend to struggle ...
Student disengagement and disconnection post pandemic has become a prominent concern in higher educa...
Two studies examined the effectiveness of a first-year program intended to promote Self-Regulated Le...
Community colleges have become increasingly more important in America’s higher education system. Par...
The purpose of this action research was to evaluate the impact of gamification on the intrinsic moti...
2004 Annual Meeting of the American Educational Research Association, San Diego, CAhttps://deepblue....
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
First-year students are at a higher risk of dropping out of college; therefore, student retention an...
A field experiment conducted across an academic semester tested the impact of a gamified experientia...
Educators are striving to use instructional methods that engage and motivate students in online cour...
Students can have difficulty visualizing the end goals of units of study and how one learned concept...
The aim of this study was to assess gamification as a method of experiential learning theory (ELT) o...
Student persistence, retention, and completion are continued concerns in higher education. While ext...
An increasing number of people are going online to learn in their everyday lives. Learning and integ...