With the launch of the teaching excellence framework, teaching in higher education (HE) is under greater scrutiny than ever before. Didactic lecture delivery is still a core element of many HE programmes but there is now a greater expectation for academics to incorporate alternative approaches into their practice to increase student engagement. These approaches may include a large array of techniques from group activities, problem-based learning, practical experience and mock scenarios to newly emerging approaches such as flipped learning practices and the use of gamification. These participatory forms of learning encourage students to become more absorbed within a topic that may otherwise be seen as rather ‘dry’ and reduce students engagem...
Gamification is usually understood as a pedagogical strategy that favors student engagement and moti...
The COVID-19 pandemic has caused such an unprecedented disturbance to the world, particularly on the...
In this research, we study the use of interactive digital storytelling in teaching microbiology. Mor...
With the launch of the teaching excellence framework, teaching in higher education (HE) is under gre...
Infectious diseases ranging from the common cold to cholera affect our society physically, emotional...
Epidemic is an effective digital learning technology. It keeps students engaged and is a valuable re...
Gamification in education has been discussed with potential for further implementation at universiti...
COVID-19 related games have recently been developed to combat misinformation and raise awareness of ...
Student disengagement and disconnection post pandemic has become a prominent concern in higher educa...
Research background: The current classical education system also used at the University of Žilina ha...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Like many classes, the curriculum for MCOM 284: Advanced User Experience was derailed by COVID-19. H...
Abstract Gamification has emerged as an innovation in classroom teaching, which is not new in the w...
In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, ...
Introducing creative workshops in higher education curricula, in addition to formal lectures, is an ...
Gamification is usually understood as a pedagogical strategy that favors student engagement and moti...
The COVID-19 pandemic has caused such an unprecedented disturbance to the world, particularly on the...
In this research, we study the use of interactive digital storytelling in teaching microbiology. Mor...
With the launch of the teaching excellence framework, teaching in higher education (HE) is under gre...
Infectious diseases ranging from the common cold to cholera affect our society physically, emotional...
Epidemic is an effective digital learning technology. It keeps students engaged and is a valuable re...
Gamification in education has been discussed with potential for further implementation at universiti...
COVID-19 related games have recently been developed to combat misinformation and raise awareness of ...
Student disengagement and disconnection post pandemic has become a prominent concern in higher educa...
Research background: The current classical education system also used at the University of Žilina ha...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Like many classes, the curriculum for MCOM 284: Advanced User Experience was derailed by COVID-19. H...
Abstract Gamification has emerged as an innovation in classroom teaching, which is not new in the w...
In this case study, we document the development and user-testing of Epidemic: Self-care for Crisis, ...
Introducing creative workshops in higher education curricula, in addition to formal lectures, is an ...
Gamification is usually understood as a pedagogical strategy that favors student engagement and moti...
The COVID-19 pandemic has caused such an unprecedented disturbance to the world, particularly on the...
In this research, we study the use of interactive digital storytelling in teaching microbiology. Mor...