How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method

L Pan, A Tlili, J Li, F Jiang, G Shi, H Yu… - Frontiers in …, 2021 - frontiersin.org
Game-based learning (GBL) can allow learners to acquire and construct knowledge in a fun
and focused learning atmosphere. A systematic literature review of 42 papers from 2010 to …

Gamified project-based learning: A systematic review of the research landscape

W Huang, X Li, J Shang - Sustainability, 2023 - mdpi.com
The information era puts higher requirements on current students' learning methods to
develop 21st-century skills. Project-based learning (PBL) and gamified learning have been …

The patient is thriving! Current issues, recent advances, and future directions in creativity assessment

JA Plucker - Creativity Research Journal, 2023 - Taylor & Francis
ABSTRACT In 1998, Plucker and Runco provided an overview of creativity assessment,
noting current issues (fluency confounds, generality vs. specificity), recent advances …

Collaborative Creativity among Undergraduate Students as Game Creators during Gamification in a University-Wide Elective Course.

J Lee, R Lim, FS Mohamad, KG Chan, F Mas' ud - Journal of University …, 2023 - ERIC
Collaborative creativity is an essential skill for unleashing university students' skills in team
building during complex problem-solving. The aim of this descriptive quantitative research …

Teachers' creative behaviors in STEAM Activities with modular robotics

A Leroy, M Romero - Frontiers in Education, 2021 - frontiersin.org
As STEAM activities require both the teachers and learners to be creative, it is important to
train teachers to instruct and guide creativity not only when students begin a task, but also …

Gamified project-based learning: A systematic review

W Huang, X Li, J Shang - International Conference on Blended Learning, 2022 - Springer
With the continuous development of information technology and the comprehensive
requirements for students' capacity, project-based learning (PBL) and gamified learning …

Techno-creative Problem-Solving (TCPS) framework for transversal epistemological and didactical positions: the case studies of CreaCube and the tower of Hanoi

M Romero, V Freiman, M Rafalska - … and Its Connections to the Arts and …, 2022 - Springer
The interdisciplinary nature of STEM education is a fertile ground for the development of
transversal competencies. The study of STEM activities requires not only to consider domain …

Collabor Collaborative creativity among under eativity among undergraduate students as game cr aduate students as game creators during gamification in a university …

J Lee, R Lim, FS Mohamad… - Journal of University …, 2023 - search.ebscohost.com
Collaborative creativity is an essential skill for unleashing university students' skills in team
building during complex problem-solving. The aim of this descriptive quantitative research …

Holistic education co-design: A taxonomy for consistent documentation

D Kleffmann, L May, A Fowler - … of the 35th Australian Computer-Human …, 2023 - dl.acm.org
The amount of research on co-design in educational contexts has been increasing in recent
years, providing insightful results. Despite this growth, the documentation of case studies …

STEM education research in Malaysia

RM Saat, HM Fadzil - STEM Education from Asia, 2021 - taylorfrancis.com
Malaysia places great importance on science, technology, engineering, and mathematics
(STEM) education to meet the challenges and demands of a science and technology-driven …