How to implement game-based learning in a smart classroom? A model based on a systematic literature review and Delphi method
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 …
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 …
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 …
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.
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 …
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 …
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 …
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
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 …
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 …
building during complex problem-solving. The aim of this descriptive quantitative research …
Holistic education co-design: A taxonomy for consistent documentation
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 …
years, providing insightful results. Despite this growth, the documentation of case studies …
STEM education research in Malaysia
Malaysia places great importance on science, technology, engineering, and mathematics
(STEM) education to meet the challenges and demands of a science and technology-driven …
(STEM) education to meet the challenges and demands of a science and technology-driven …