The American Society for Microbiology (ASM) Task Force on Curriculum Guidelines for Undergraduate Microbiology Students published recommendations for introductory microbiology courses that suggest teaching specific skill sets in the laboratory beyond just fundamental knowledge and concepts of microbiology (6); however, students can sometimes view a skills-based laboratory experience as a task list of unrelated assignments to complete for a grade. Therefore, providing explicit connections throughout the lecture and laboratory exercises is critical for a truly integrated learning experience. Several pedagogical techniques can provide a coherent framework throughout a course. For example, case-based studies can connect lecture with laboratory ...
Gamification is a new form of approach that is being looked into in the world of education. With its...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often chal...
Gamification of curriculum isn’t just about using games in the classroom – it integrates game elemen...
The literature reports difficulties from the students in learning Biochemistry due to the high densi...
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that...
In this current times, pedagogical innovations and reforms have become significantly bolder and more...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
In this design case, we describe our work to develop a gameful learning design for use in an introdu...
Interactive learning that involves students participation and cooperation has been reported to help ...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
Gamification describes the use of game design elements in non-game contexts (Deterding, Dixon, Khale...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a new form of approach that is being looked into in the world of education. With its...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...
Understanding and trouble-shooting microscopic processes involved in laboratory tests are often chal...
Gamification of curriculum isn’t just about using games in the classroom – it integrates game elemen...
The literature reports difficulties from the students in learning Biochemistry due to the high densi...
Most of computer sciences students of Universitas Multimedia Nusantara require to take a course that...
In this current times, pedagogical innovations and reforms have become significantly bolder and more...
Gamification is the application of game design elements in a non-gaming environment to promote outco...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
In this design case, we describe our work to develop a gameful learning design for use in an introdu...
Interactive learning that involves students participation and cooperation has been reported to help ...
Many researchers have attempted to utilize gamification to increase student engagement, motivation a...
Gamification describes the use of game design elements in non-game contexts (Deterding, Dixon, Khale...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Gamification is a new form of approach that is being looked into in the world of education. With its...
Gamification gives opportunities for instructors and majors to attract more students. However, there...
Recent research shows that gamification is a valuable tool to improve students’ learning effectivene...